---------------------------------------------
Metroid Prime Strategy Guide by Alasdair Lo
System: Nintendo Gamecube
Date: 10 August, 2004
Version 1.1
----------------------------------------------
Contents:
1. Introduction
2. Updates
3. Mission Background
4. Basics
5. Samus' Mission Part 1: Frigate and Chozo Ruins
a. Space Pirates' Frigate
b. On to Chozo Ruins
c. Abnormal Seismic Activity Detected
d. Increasing War Wasp Activity Detected
e. Main Source of Toxins in the Ruins has been Detected
6. Samus' Mission Part 2: The Caverns and the Drifts
a. Exploring Magmoor Caverns
b. Entering Phendrana Drifts
c. Half-pipe Structure Detected
d. Predator Increase in Phendrana Region
e. Into the Lab
f. Abnormally Low Temperature in Ruins Site
g. Gravity Pulses Located within Phendrana Area
7. Samus' Mission Part 3: En Route to the Mines
a. Numerous Distress Beacons Detected
b. Down to Phazon Mines
c. Unique Mining Technology on Upper Part of Site
d. Unusual Activity in Magmoor Region
e. High Levels of Phazon Detected on Mobile Source
8. Samus' Mission Part 4: The Mystery of the Impact Crater
a. The Showdown at the Artifact Temple: Samus vs Meta Ridley
b. Down in the Crater
9. The Locations of Expansions
a. Energy Tanks
b. Missile Expansions
c. Power Bomb Expansions
10. Samus' Log Book
a. Pirate Data
b. Chozo Lore
c. Creatures
11. Some More Interesting Stuff
a. Image Gallery
b. Comparison of Resident Evil and Metroid
12. Conclusion
Appendix I. Feedback Information
----------------
1. Introduction
----------------
Since the first Metroid came out for the NES in the 1980s, it established
itself as one of Nintendo's most popular franchises. A sequel was released
for the Gameboy some time later and was called Metroid II: The Return of
Samus. This was the first Metroid game I played, but at that time, I was
too young to know what it's all about. All I saw was some woman in a spacesuit
jumping around killing something that gives out monkey cries.
I was also unaware of the Metroid game for the SNES, called Super Metroid.
It involved Samus going to planet Zebes to destroy the Space Pirates, who
stole the supposedly last Metroid. Now, on to the Nintendo 64. No Metroid
games were released, probably because the original creator of Metroid died
in 1997 in a car crash. But Samus still appeared in the Super Smash Bros.
games, and eventually, a Metroid game called Metroid Prime was released
for the Nintendo Gamecube, with the help of Retro Studios. This is really
the first Metroid game I have played in full detail, and I find it to be
a rather fun first person shooter, or I should say, first person blaster!
This really deserves the Game of the Year award, in spite of the fact that
Samus is rather dumb throughout the game!
---------------
2. Updates
---------------
Version 1.1:
Added Chapter 11: Some More Interesting Stuff
----------------------
3. Mission Background
----------------------
Well, most people like to say that Metroid Prime happens before Metroid
II. Let me first say that it is obvious that Metroid Prime occurs after
the first Metroid, however, I think that it occurs after Super Metroid.
You will see why later. Different data found in the world can give you
more details of the plot.
Once upon a time, there lived a bird like race of creatures called the
Chozo, they are very smart people who built up their technology very quickly,
and swiftly. They established colonies all around the galaxy, and made
peace with many other tribes.
However, some of the Chozos realized that the obsession with new technology
would mean their decline. They have already felt their spirituality fade.
Therefore, they seek other undeveloped planets, so that they can live their
lives as close to nature, and far away from technology as possible. One
of the planets they chose was Tallon IV. Peace reigned there.
But one day, a giant meteor crashed onto Tallon IV, contaminating the whole
planet with the Great Poison. This poison killed and mutated many animals
and plants. Regardless of how hard they try, the Chozos there cannot stop
the poison. They therefore, build an Artifact Temple, securing the impact
crater with 12 Artifacts. Then they left, leaving some Chozo Lore as a
proof of their existence.
This is not the end of the story. After the Space Pirates were defeated
by Samus, and their home planet Zebes was blown to bits twice, one team
set off to find a planet with lots of useful energy to help regroup
themselves again. They found Tallon IV, with its Phazon from the meteor,
and started to set up labs and mines there to harvest the Phazon. They
also found that Phazon has the ability to mutate various creatures into
powerful fighters. Therefore, they transported many native creatures of
Tallon IV to their frigate hovering above Tallon IV for their Phazon
Experiments. But Samus once intercepted a distress signal from the Frigate,
and went forward to investigate. This is the beginning of her mission.
---------------
4. Basics
---------------
Button Configuration:
Control Stick: Moves Samus
Directional Pad: Selects Visors
Start Button: Accesses Inventory Screen
A Button: Fires Beam, Uses Bombs
B Button: Jump, Charge up Blitz Ball Mode
C Stick: Selects Beams
X Button: Change into Morph Ball Mode
Y Button: Fires Missiles, Uses Power Bombs
Z Button: Accesses Map
L Button: Locks onto targets, Scans objects, Use Grapple Beam
R Button: Hold to manual aim
Percentage Completion:
When you load a game, you will be given a percentage that shows how many
of the items you have collected. Whether they are the beams, suits, missile
expansions or the artifacts, they ALL count. I will list out each item's
usefulness with a 4 star scale. This is due to the fact that some people
like to complete the game with the lowest percentage as possible. Items
with 4 stars MUST be collected to beat the game. Items with 3 stars are
not mandatory, but will help you a lot. Items with 2 stars are not mandatory,
but are quite helpful. As for the items with one stars, well, they can
be skipped if you want.
Health System:
Samus wears a Power Suit given to her by the Chozos when she was still
young. The Power Suit has a life support system that allows Samus to survive
in many harsh conditions. Of course, such a suit needs energy to run. Samus
starts with 99 energy, and collecting extra energy tanks can increase her
energy capacity by 100 each time. There are 14 Energy Tanks in the whole
game, and Samus can have a total of 1499 Energy. If Samus gets hit, she
will lose energy. To recover energy, collect Energy Balls. Purple Energy
Balls restore 10 Energy, Red Energy Balls restore 20 Energy, while Gold
Energy Balls restore a whole 100 Energy.
Visors:
There are a total of 4 visors for Samus to use. The first is her Combat
Visor. The second is her Scan Visor, which allows her to activate certain
switches, and scan computer terminals and Chozo Lore for clues. Weaknesses
in walls can also be detected. To scan an item, press and hold L when the
Visor is locked onto a target.
The thermal visor allows Samus to pick up heat signatures of certain
invisible enemies. You can also use to detect Power Conduits, which are
used to activate electric devices.
The X-Ray Visor allows Samus to see invisible enemies as well, certain
ledges can also be seen through the X-Ray Visor, you can also see if anything
is hidden behind a group of leaves, and if any pillars are hollow. Lots
of hidden stuff can be found this way.
Suits:
Samus starts with a normal power suit, she then gets the Varia Suit, which
allows her to travel through extremely hot areas like the Magmoor Caverns.
Then, she gets the Gravity Suit, which allows her to jump freely around
water. Finally, she gets the Phazon Suit, which allows her to be immune
to Blue Phazon.
Missiles and Missile Combos:
Samus will lose her missile launcher after the Space Pirate Frigate. She
has to find the Missile Launcher to use Missiles. There are 50 Missile
Expansions to be found, including the launcher, and Samus can carry 250
Missiles at once! Good hunting!
Missiles can be used in conjunction with beams. First, charge the beam
to full, and press Y to release the Combo! The combos have to be picked
up first. Objects made of Cordite and Radion can be broken through with
the Super Missile. Other combos include Waveblaster, Ice Spreader and
Flamethrower. Which are combos with Wave, Ice and Plasma Beams. To increase
the rate of fire of Missiles, alternate missiles with power beam shots.
Morph Ball and Bombs:
Once Samus picks up the Morph Ball, she can roll into a ball and enter
holes that are 1 metre in diameter. She can also use Bombs to blow up things
made of Sandstone, activate Morph Ball Slots and do the Bomb Jump. TO do
a bomb jump, lay a bomb, and let the explosion boost Samus. Boost Ball
can help Samus go up Halfpipes, press and hold B to charge up the boost,
and release to get the boost. As for the Power Bombs, they can be used
to blow up things made of Bendezium.
Dashing:
If you press and hold L while locked on an enemy, Samus can strafe. Tap
B while strafing to dash. This is important as some enemies cannot be hit
unless they have their back turned to you.
Grappling Targets:
Some objects can be latched on with Samus' Grapple Beam. Those objects
are marked with a yellow symbol. When the symbol is flashing with a white
colour, press and hold R to latch on. Then you can swing around like Tarzan.
--------------------------------------------------
5. Samus' Mission Part 1: Frigate and Chozo Ruins
--------------------------------------------------
Now, here's the meat of the guide. Pick an empty file and the game will
start. You will be told that an unidentified distress beacon has been
detected from a derelict space vessel in orbit above Tallon IV. Then, Samus
will fly her Gunship to the Frigate. She jumps out to investigate. Hence,
her mission begins.
------------------------
a. Space Pirate Frigate
------------------------
As soon as you have control of Samus, lock onto the 4 red switches that
operate the Force Field. Fire at each of them to shut down the Force field.
Then go through. You will find the next Force Field operator activators
offline. Scan the switch in front of you to activate them. Then, when they
are activated, go left and fire at the 6 switches to deactivate the Force
Field. Then, move forward and go left, and follow the walkway. Fire the
beam at the door to open it. Go through.
There is a makeshift map of the Frigate. Scan it and you will find that
the environment of Deck Alpha is unstable. With this information, go
forwards and through the door.
---------------
Air Lock
---------------
It seems that this room is pressurized. Scan the switch to repressurize
the room, allowing Samus to go through the other door. All the floating
objects will drop violently to the ground.
-----------------------
Deck Alpha Access Hall
-----------------------
There is nothing of interest here. Go through the other door.
--------------------------
Emergency Evacuation Area
--------------------------
Go down the steps. You will find a Parasite feeding on a dead Space Pirate.
Scan it and kill it.
New Creature! Parasite
Strength:
Power Beam: 1 shot
"Interstellar vermin. Travels in swarms.
Indigenous to Tallon IV, a single Parasite is harmless to larger life-forms.
However, they tend to travel in large groups, swarming over potential prey.
Such swarms can be dangerous."
Detailed Description:
Parasites are green salamander like creatures. They are a nuisance. They
are just so easy to kill, and as they travel in swarms, I would recommend
using a morph ball to roll right through them instead of fighting them.
Now, let's have a look at the Space Pirate. He has been killed as his spinal
cord has been severed. Ooh. Interesting. Now, let's move on to the other
catwalk, past this unknown creature. What the hell's happening on this
Frigate? There is an injured Space Pirate lying against the wall opposite
the catwalk with screens. Kill him with a couple of shots and he will be
put to rest. You will find that several escape pods have been launched
here. Now, go through the next door.
--------------------------
Deck Alpha Umbilical Hall
--------------------------
There is debris in the way. Use your charge beam to blow it up and go through
the door on the other side.
---------------
Map Facility
---------------
You will see 2 Parasites scurrying into a hole. Roll into a Morph Ball
and go through the hole. There is a map station here. Scan it for a Research
Entry and then step on it to download the map for the Frigate.
New Research Entry! Map Station
Walk into Map Station holograms to download a map of the area you're in.
---------------------------------
Connection Elevator to Deck Beta
---------------------------------
Scan the switch and the elevator hologram will be activated. Step into
the hologram and the elevator will go down. Go through the next door.
-----------------------
Deck Beta Conduit Hall
-----------------------
There is a hole under the debris. Turn into a Morph Ball and roll through
the hole, avoiding the electric leak. Go through the next door.
------------------------
Biotech Research Area 1
------------------------
There is this unknown creature in stasis hibernation. There are 2 wounded
Space Pirates here too. One is limping towards you. Although they are
injured, they still are able to defend themselves. Use Charge Beams to
destroy them from a range. Then go through the other door.
------------------------
Deck Beta Security Hall
------------------------
Walk along this hall, and you will find an Auto Defense Turret here. Scan
the Turret and then destroy it with a single missile.
New Creature! Auto Defense Turret
Attacks:
Beam Blast
Strength:
Missile Launcher: 1-2 Missiles
Power Beam: 1 Charge Beam
"Use Missiles to break outer casing."
Detailed Description:
Auto Defense Turrets are just some device that hang on ceilings, and blast
intruders with its beam. That's it. They do moderate damage to Samus. Auto
Defense Turrets change from Green to Red when an intruder is detected,
so it's best to destroy them before they turn red, or they will start to
fire at Samus. To destroy these turrets, just fire 1 or 2 missiles at them.
Auto Defense Turrets can sometimes be deactivated with switches, so be
on the lookout for scannable switches near turrets.
With the Turret gone, go through the door behind it.
----------------------
Biohazard Containment
----------------------
There is this large unknown creature in the stasis tank. But there are
no signs of life. However, there IS an Auto Defense Turret in this room.
Scan the switch to the left to disable it. Then, you can scan the Red Target
on the Computer Terminal for Pirate Data.
New Pirate Data! Fall of Zebes
Zebes has fallen. All ground personnel are presumed dead, either killed
by the Hunter clad in metal or in the subsequent destruction of the
underground facilities. (1) Our research frigates Orpheon, Siriacus and
Vol Paragom were in orbit at zero hour and managed to retreat. Frigate
Orpheon is now docked at Vortex Outpost. Orpheon's cargo appears to have
a 100% survival rate (2): Metroids are healthy but on restricted feeding
schedules due to uncertain supply status. We are ready to begin researching
on the Metroids and other promising life-forms. Security status remains
at Code Blue: no signs of pursuit from the Hunter. (3)
Explanations:
(1) Samus has blown up Mother Brain on Planet Zebes, triggering a bomb
that destroyed their underground facilities twice already.
(2) Several groups of Space Pirates managed to evacuate from the planet
aboard their Frigates, taking their experimental subjects, including the
Metroids with them.
(3) What the Pirates do not know is, that Samus IS on their trail in this
adventure now! Now the plot thickens...
Then go past the stasis containers with certain experimental creatures.
It seems that those creatures have an increased mass when fused with Phazon.
Then, scan the switch at the far end to activate the elevator. Go up.
There is a wounded Space Pirate on the floor. He is probably feeling sorry
for himself. Put him out of his misery with the Charge Beam. There are
more wounded Space Pirates wandering around. Take them all out, and go
through the door on this level.
-----------------------
Deck Beta Transit Hall
-----------------------
There is nothing to be found here, except some notices on the wall. Go
through the other door.
---------------------------------
Cargo Freight Lift to Deck Gamma
---------------------------------
The lift is guarded by an Auto Defense Turret. Blow it up with a Missile,
then scan the switch to activate the lift. Walk aboard and go down. Get
out of the lift, and a Space Pirate will drop down to confront you. Blast
him to death. Then scan the switch to activate the door lock. Turn into
a Morph Ball and roll into the slot with the hologram to open the door.
Go through.
----------------------
Reactor Core Entrance
----------------------
Auto Defense Turrets! 2 of them! Blast them with missiles. Before you
activate the door lock, enter the room to the left. It is a Save Station.
Walk into the hologram to save, and replenish your health. You can also
scan it for a Research Entry. You can also scan the Missile Ammunition
the turrets left behind for another research entry.
New Research Entry! Save Station
Step into these stations to save your game and fully restore your energy.
New Research Entry! Missile Ammo
Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo.
Save, and then activate the door lock outside, and open the door. Get ready
for the first big fight of the game... I know you are dying for action.
-------------
Reactor Core
-------------
Move forward, and you will find a cut-scene. There is this force field
in the center of the room, and suddenly, a gigantic Parasite Queen crawls
down to face Samus! It's time for the first boss battle of Metroid Prime!
Make sure you scan this creature, as you only have this chance!
Boss Battle! Parasite Queen
Attack:
Green Beam Attack
Recommended Weapon:
Power Beam
"Parasite female, genetically enhanced by unknown means.
A weak spot has been detected in this creature's mouth. Use your
auto-targeting to acquire this new target!"
Rule of Engagement:
This first boss battle is not very hard for our Intergalactic Bounty Hunter
Samus. All she does is fire green beams that can be easily avoided by dashing.
To hit the Parasite Queen, wait until the blue force field is out of the
way, and then lock and fire at her mouth. When the force field is rotating,
just keep firing normal Power Beams at her and you can still damage her
through lucky hits. This is an easy battle for sure.
After the Parasite Queen is defeated, she will fall into the Reactor Core,
causing it to melt down in 7 minutes! Let's get out of here! There is a
door that is revealed. Go through now! Just run through the hallways and
go up the elevators as you go.
-----------------------
Biotech Research Area 1
-----------------------
There are several Space Pirates here firing at the Parasite Queen in the
stasis container. The container explodes, killing those Pirates, leaving
behind some energy. Scan those balls for a Research entry.
New Research Entry! Small Energy
Small energy. Replenishes 10 units of energy.
Some steps comprised of debris will be revealed. Jump up and kill the Space
Pirates up there. Then go over to the other end. A lid will explode, allowing
Samus to jump in.
----------------------------
Subventilation Shaft Area A
----------------------------
Turn into a ball and roll through and go through the doors of the ventilation
shafts, avoiding the Parasites as you go. The Morph Ball Bombs can be used
to open doors and clear debris in the way.
---------------------------------
Main Ventilation Shaft Section B
---------------------------------
There are 2 Auto Defense Turrets here. Blow them to scrap. Then go through
the door. Roll through the ventilation shafts to reach Biotech Research
Area 2.
------------------------
Biotech Research Area 2
------------------------
Samus will meet some silvery metallic flying dragon in the room. Hey, who
the heck are you? This dragon makes a cry and then flies through the ceiling
and away. There are some attachment points for the Grapple Beam. Grapple
on them and swing over the pit below to the next door. If you scan the
terminal by the door, you will find that dragon is Meta Ridley, an enhanced
version of Ridley! Some how, the Space Pirates have managed to revive this
purple beast, and he is now silvery! Now, go through the door.
----------------------------------
Connection Elevator to Deck Alpha
----------------------------------
This is where you take the elevator out of here. There is a switch. Scan
it to disable the auto defense turret around the corner. Then activate
the elevator. Get on it. Suddenly, a random explosion knocks Samus into
the elevator, as a result, her Varia Suit, Missiles, Grapple Beam, Charge
Beam and Morph Ball have all malfunctioned and she has to find all of them
later! This is not looking good. Ride the elevator up.
----------------------
Deck Alpha Mech Shaft
----------------------
Run through this shaft and go through the door. Wait for the air lock to
depressurize, and then go through the doors to get out of here! While
outside, Samus finds Meta Ridley, he flies off in the direction of Tallon
IV. She gets on her gunship moments before the whole Frigate blows, and
flies towards Tallon IV and lands in the Tallon Overworld. The target Meta
Ridley is lost and cannot be tracked, ground recon is necessary in order
to find him, wherever he is. It's time to save the game.
---------------------
b. On to Chozo Ruins
---------------------
*****TALLON OVERWORLD*****
Well, this really is a rainy day for Tallon IV. There are so many doors
in the landing site. First, scan your Gunship for a Research Entry.
New Research Entry! Gunship
Hunter-class gunship registered to Samus Aran.
You can return to your ship to recharge energy, reload weapons and save
progress in the game.
Now, there is a door within easy reach of Samus. Jump up the ledges and
go through the door.
---------------
Canyon Cavern
---------------
Move forward, and some Beetles will jump out of the ground. They don't
like Samus. Scan them for their data, then take them out with some rapid
blasts from your Power Beam.
New Creature! Beetle
Attack:
Charging Tackle
Strength:
Power Beam: 5-6 shots
Ice Beam: 1 shot
Plasma Beam: 1 shot
"Burrowing insect with a resilient carapace. Extremely aggressive.
Insect's massive mouth enables it to tunnel through solid rock at high
speeds. Above ground, Beetles can cover short distances rapidly. They
attack anything that moves near their lair."
Detailed Description:
Beetles are just common enemies found in Tallon Overworld and Chozo Ruins.
You can tell they are coming by the sound of earth rumbling and their high
pitch cries. Beetles only attack by tackling you, and hence would not be
a big threat. Rapid shots of the Power Beam can knock them back easily.
Now, go through the other door.
--------------
Tallon Canyon
--------------
There is an orange bulb like thing on the tree in front of Samus. Scan
it for another Creature Entry in the Log Book.
New Creature! Sap Sac
"Chemical reaction within sac produces violent explosion when agitated.
Because of its irresistible odor and sweet nectar, the Sap Sac as nearly
eaten out of existence. The evolution of an explosive chemical sac saved
it: now only brave or ingenious creatures dare to devour it."
Detailed Description:
Well, these sacs are harmless, but you can always shoot it from a range
if you want to see the explosion! Don't stand too close or Samus will be
hurt! It's not funny then!
Move along the path, but do not jump up the ledges yet. But still, scan
the two creatures up there first. They are the Zoomers and Geemers.
New Creature! Zoomer
Strength:
Power Beam: 3 shots
"Anchors itself to walls and other surfaces. Avoid contact with pikes.
A basic nerve center located directly above the Zoomer's mandibles detects
nutrients. Sharp spines protect it from casual predators, but the lack
of a reinforced carapace makes the Zoomer vulnerable to any indirect
attacks."
Zoomers are harmless little blue porcupine creatures that move around in
the Tallon Overworld and Magmoor Caverns. They just walk around, waiting
for you to step on its spikes. Hence they are cannon fodder for Samus.
3 Power Beam shots are enough to kill one.
New Creature! Geemer
Strength:
Missile: 1 Missile
Plasma Beam: 1 Shot
"Wall-crawling mollusk with retractable spikes.
The Geemer is an evolutionary offshoot of the Zoomer family. When
threatened, it extends lethal spikes and retracts its head deep into its
armored carapace."
Detailed Description:
Geemers are also harmless little porcupine creatures. However, they are
red in colour and are found in the Tallon Overworld only. They also walk
around, waiting for you to step on its spikes. Hence they are cannon fodder
for Samus. However, theses guys are even more armored than the Zoomer,
and hence heavier firepower in the form of missiles of Plasma Beams are
needed to kill these red creatures.
On the ground, there are these mushrooms which explode when step on. Scan
them, they are known as Blastcaps.
New Creature! Blastcap
Strength:
Power Beam: 1 Charged Shot
"Volatile chemicals within this weed's toxic fungal cap may explode if
agitated.
The poisonous flesh of the Blastcap helps keep it from being eaten. It
also detonates its fungal cap when it senses even slight contact."
Detailed Description:
Blastcaps are the landmine plants of Metroid Prime. They stay every so
still, and if Samus comes in contact with them, boom! They explode,
releasing their toxic gas. Even if you destroy those from a range, the
gas will stay for a little while. In that case wait before going there.
Blastcaps often appear in groups. Oh by the way, Nintendo got it wrong
in the description. Mushrooms are fungi, not weeds.
Now, walk past that halfpipe and go through the door behind it. REMEMBER
TO COME BACK TO THE HALFPIPE WHEN YOU HAVE BOOST BALL! Kill the Beetles
if you wish. You will also be notified that an Active Transport is present.
-------------------
Transport Tunnel A
-------------------
Some Zoomers and Sap Sacs are present, minding their own business. Make
way! Blow them up for fun, then go through the other door.
------------------------------
Transport to Chozo Ruins West
------------------------------
Scan the switch to activate the transport, and then step onto the hologram.
The elevator transport will start to go up, taking Samus to the Chozo Ruins.
*****CHOZO RUINS*****
As soon as you leave the transport, you will be notified that an abnormal
seismic activity has been detected. This is your next objective in the
game. So, I will open a new section of the guide.
--------------------------------------
c. Abnormal Seismic Activity Detected
--------------------------------------
It seems that the Seismic Activity is located in an area of the ruins site
called the Hive Totem, which is exactly the place for you to go.
---------------
Ruins Entrance
---------------
Walk out to the open space, and 2 Beetles will pop out of the ground, let's
make a quick kill of them. Then jump over to the other door. There is a
Chozo Lore above the door. Scan it before you go through to the Main Plaza.
New Chozo Lore! Fountain
At the highest point of our city lies the fountain, a wellspring of pure
water that flows throughout our civilization. It is the jewel of the Chozo,
the life giver, and yet its waters speak of a clouded future. As we come
to understand the paths of time and space more clearly, we have begun to
glimpse rough tatters of past and future, glittering behind reality like
soft lights behind a curtain. We have seen the fountain in these glimpses,
pouring darkness instead of water, and we cannot guess what the visions
mean.
Explanations:
It seems that a certain fountain in the Chozo Ruins has the ability to
foresee the future, and it has definitely forseen that a meteor with the
Great Poison will crash onto Tallon IV one day.
---------------
Main Plaza
---------------
Number of Missile Expansions: 3
You can see the overview of this main plaza. Then you are left to play
as Samus. Go forward over the half pipe, and 5 Beetles will pop out of
the ground. Kill them as usual.
Remember!
If you scan the tree to the right, you will notice that it has a structural
weakness. Remember this. There must be something hidden behind that piece
of wood up there. There is also a halfpipe, with a Missile Expansion up
there. Remember to come back when you have the Boost Ball.
Go past the halfpipe and jump up the steps. Then go through the door to
your left, into the Nursery Access.
---------------
Nursery Access
---------------
There is nothing in this hall, but a large swarm of Scarabs. Wait until
they hold still, then scan them, and blow them up, from a range.
New Creature! Scarab
Strength:
Power Beam: 1 Shot
"Exploding parasites that can embed their bodies in solid rock.
Scarabs think nothing of sacrificing themselves for the safety of their
swarm. When a hostile life form is sighted, they block its progress by
embedding themselves in floors and walls. Embedded Scarabs violently
self-destruct when threatened."
Detailed Description:
Scarabs are not those meateating cannibalistic insects you find in the
move "The Mummy". However, they look similar and are now moving landmines
of Metroid Prime. When Samus touches them, they will explode. The best
course of action in dealing with them is to wait for them to stand still,
and then shoot them to pieces one by one. If you have the Boost Ball, enter
Morph Ball Mode and roll right on through.
Go through the other door to the Eyon Tunnel.
-------------
Eyon Tunnel
-------------
Scan the Eyon for another entry, and then blind them temporarily with your
Power Beam. There are a couple more Eyons in this tunnel. Blind them and
then go through the other door. Expect to see little Chozo babies crying.
New Creature! Eyon
Attack:
Beam Attack
Strength:
Power Beam: 1 Charge Beam
"Immobile organisms entirely composed of ocular tissue.
Capable of launching sustained energy beams when active, the Eyon is
sensitive to light and will close shut if a bright flash ignites nearby."
Detailed Description:
Oh dear, these eyes are alive themselves! Anytway, these Eyons are always
stuck onto walls like limpets, and they only attack by firing a consistent
green beam that sweeps around at will. To stop them, shoot them with your
Power Beam to blind them temporarily. To blind them permanently, shoot
them with your Charge Beam.
---------------
Ruined Nursery
---------------
Number of Missile Expansions: 1
At last, you are in the ruined nursery. Surprise, I fooled you! There are
no Chozo babies here! There is a Save Station nearby, as informed in your
map. Go forward and scan the Chozo Lore off the wall. There are a couple
of Beetles here, but what the heck!
New Chozo Lore! Exodus
We Chozo are departing now, after so many years in peaceful seclusion here
on Tallon IV. (1) When we came here, this place was a refuge for our spirits,
a civilization built from native materials, bereft of the trappings of
our technology. (2) We were linked to the land here, kindred to the plants
and animals, far away from the machines we had become so dependent on.
And so we leave it now, pristine, a testament to the mortal forms we no
longer need. We have drawn the veils of time and space aside, and are
withdrawing beyond the illusion. But we will never forget this, the most
sacred of our homes. And we will be remain ever watchful. (3)
Explanation:
(1) Tallon IV was once home to the Chozos, but they have all left now,
and no Chozos are in sight.
(2) The Chozos came to live in Tallon IV to escape from their high tech
world with so many machines, making them unnatural.
(3) There must be some reason for the Chozo's departure, and they may return
to this planet someday.
Jump up the steps, ignoring that maze on the wall. Come back later when
you have the morph ball. There are two new creatures for you to scan here.
They are the War Wasp and the War Wasp Hive.
New Creature! War Wasp
Attack:
Dive Bomb Sting
Strength:
Power Beam: 2 Shots
"Airborne insect equipped with a venomous stinger capable of shearing
steel.
The War Wasp rarely strays far from its hive unless it is pursuing an
immediate threat. It attacks with no regard for its own survival,
dive-bombing its enemy with stinger extended. Fast-working toxins from
the incapacitate most small organisms."
Detailed Description:
War Wasps are just those yellow wasps that are so common in the Chozo Ruins.
You can tell they are around when you hear them buzz. They attack by ramming
into Samus and stinging her. They make a screeching sound before doing
so, and hence can be easily avoided. War Wasps can easily be killed with
2 shots of the Power Beam, or one spray of DDT! If they have it!
New Creature! War Wasp Hive
Strength:
Missile: 1 Missile
"Primary War Wasp dwelling. Only vulnerable to heavy weaponry.
War Wasps build their homes over existing crevices, using whatever
materials are close at hand. They carry building fragments back to the
construction site with their forelegs and glue them into place with
adhesives secreted from their abdomens."
Detailed Description:
War Wasp Hives are where the War Wasps live. They dispense a limitless
number of War Wasps. Use a Missile to blow it up and the pest will be
eliminated or just spray it full of DDT!
Go through the door at the far end of the catwalk to the Save Station 1
to save, then go out again and go through the other door.
--------------
North Atrium
--------------
What the!? There is a snake on the wall! Wait, there is only a swarm of
Scarabs. Wait for them to stand still, and blow them to bits. Then go through
the door at the other end.
---------------
Ruined Gallery
---------------
Number of Missile Expansions: 2
I can't believe this used to be a ruined gallery, but watch out! There
is a large swarm of War Wasps coming out from the nest! Blow them to bits!
It seems that the Chozos need to call the Exterminator, and Samus is the
woman most perfect for the job. No, you will not find the picture of Mona
Lisa in here, or Mona Chozo even!
Remember!
There are 2 Missile Expansions in this room, one behind the weak wall to
the left in front of Samus just above the water, and one in that U tube
as seen in the map. The one in the U tube can be collected when Samus has
the Morph Ball Bomb, and the one behind the weak wall can be collected
once Samus has the Missile Launcher. Remember that!
There are some weeds down there by the water. Scan them, they are a new
creature. DO NOT ENTER THE WATER YET! It's poisonous.
New Creature! Tangle Weed
"Plant life with basic sentience. Retracts into ground if threatened.
Tangle Weeds are only dangerous to small organisms. They are covered in
tiny barbs designed to trap potential meals. Tangle Weeds lack the strength
to do anything more than hinder larger life forms."
Detailed Description:
As said in the above description, Tangle Weeds are only there to slow Samus
down. Therefore, just blast them with your Power Beam and they will hide
shyly into the ground, allowing you to pass through smoothly. Go through
the door on the other side of the room.
-------------
Totem Access
-------------
There is a new creature in this hallway. It provides light for the room.
New Creature! Plazmite
Strength:
Power Beam: 2 shots
Small insect capable of storing and releasing thermal energy.
Plazmites are attracted to sources of heat, thriving on the energy present
there. They emit light when hunting, and will expel small bursts of thermal
energy when threatened."
Detailed Description:
Plazmites are the glowworms of Metroid Prime. They fly around the room,
emitting light. However, they can hurt Samus if she jumps into them, so
use your Power Beam to destroy those in the room.
You will find an island in the middle of the poisonous water in the room.
Kill the Plazmite, jump on, and jump to the other hallway and go through
the door to the Hive Totem!
-------------
Hive Totem
-------------
Number of Missile Expansions: 1
Jump onto the island in the middle of the room, look across the bridge.
There is a large mechanical device with lifeforms inside the hollows of
the machine. But what the heck! What is important is that your first missile
expansion is right across the bridge waiting for Samus to get it.
Go and get it, it's free. But what's this? The platform of the missile
expansion rises up, into the machine, and the room fills will poisonous
water, and the music changes to one of my most favorite themes in the game,
and a swarm of Ram War Wasps fly out! Let's scan these, as it's your only
chance! Then let's fight top the death! The thing which dispenses the War
Wasps can also be scanned. It's a Hive Mecha!
New Creature! Hive Mecha
Attack:
Release Ram War Wasps
"Security unit programmed to work with predatory hive dwellers.
A design flaw makes the shielding on Hive Mecha weak around their access
ports. These units are second generation combat drones, able to interface
with organic units at a higher level. They train, shelter and work with
hive dwelling predators. Unarmed, they rely on their hive beasts to handle
any threats."
New Creature! Ram War Wasp
Attack:
Ramming Sting
Strength:
Power Beam: 2 Shots
"Airborne predator. Circles its prey and then strikes.
The War Wasps are the only species on Tallon IV to evolve a true hive mind.
Nesting in damp, dark places, Ram War Wasps emerge in small groups when
threatened and circle their enemy at high speeds, disorienting it. Striking
from all sides as a single intelligence, they can fell huge organisms."
Detailed Description:
Oh really, so that's what there oversized wasps with red abdomens are.
As said in the description, the Ram War Wasps will spin around Samus very
quickly, and then pause for a moment before ramming into her. To deal with
such annoyances, spin around with them, and whenever you see the Ram War
Wasp standing still, blast it with your Power Beam to kill it. I guess
they will be singing "Merry-go-round the Mulberry Bush" before attacking!
The first wave will have a single ring of Ram War Wasps coming after you.
Kill them, and start shooting at the mouth of the large Hive Mecha device
until it rotates. Then shoot as many Ram War Wasps as possible before they
can form the next ring.
The next wave of attacks has 2 rings of Ram War Wasps circling around Samus.
Kill them all and force the Hive Mecha to rotate, and then the next wave
will be released, with 3 rings of Ram War Wasps after Samus.
When they are gone, the large machine will just give up, and rise again,
with the poison water lowering again. You can take what is rightfully yours
now, Samus! Get the Missile Expansion, and the Missile Launcher. This makes
the first Missile Expansion you find in Metroid Prime, with only 49 to
go! Happy Hunting! Tee hee hee...
New Weapon! Missile Launcher
Ammunition: Missile Ammunition in units of 5
Usefulness: ****
This is the first concussive weapon Samus can get her hands on in Metroid
Prime. The Missiles in this game can open certain doors with a blast shield,
while locking on to most enemies. The Missile Launcher can be used in
conjunction with other beam weapons, but those must be picked up later.
You MUST pick this up in order to beat the game, but not the Missile
Expansions. There are 49 left for Samus to collect! Good luck!
Scan the door with the Blast Shield for another Research Entry.
New Research Entry! Missile Door Lock
There is a Blast Shield on the door blocking access. Analysis indicates
that the Blast Shield is invulnerable to Beam Weapons. Explosive weapons
may damage it.
Backtracking Time!
Before you open that door in front of you, go back to the Ruined Gallery.
Blast the weak Brinstone wall with a missile, using the Scan Visor to
determine its location, and voila, the second Missile Expansion is yours,
now there are 48 left to collect. There is also a Map Station that can
be unlocked with a Missile. Download the map for the Chozo Ruins now! The
crate in the Totem Access should have a Large Energy inside now. Scan it
for another Research entry!
New Research Entry! Large Energy
Large Energy. Replenishes 20 units of energy.
Blast the door in the Hive Totem and go through now.
-----------------------
Transport Access North
-----------------------
There is an Energy Tank in here. Get it! This makes the first Energy Tank
you have collected in the game! That leaves 13 more to go! But however,
there is this hole in the wall that would require a Morph Ball to go through.
So, you will have to backtrack all the way to the Main Plaza again!
-------------
Main Plaza
-------------
Number of Missile Expansions: 3
You are now back at der Main Platz again, ha ha, that's German! Remember
that door that is protected by a Blast Shield? You can now blast it open.
Go through the door now. You will be in the Ruined Shrine Access.
---------------------
Ruined Shrine Access
---------------------
Gee, this whole place is Scarabs galore! Yes, these guys stand united.
Blast them out of their misery with some Power Beam shots, and go through
the door at the other end now.
--------------
Ruined Shrine
--------------
Number of Missile Expansions: 2
There is a morph ball hole on the ground, but ignore it now. Just jump
up, onto the half pipe and down to the pit again. There is a Morph Ball
there, take it! It's free! Or is it?
Surprise, the Morph Ball is suddenly blocked off, and a whole swarm of
Beetles comes out to ambush Samus! You know how to deal with them, do you?
But the fun's not over yet, suddenly, a giant Plated Beetle jumps out.
Perhaps he is the daddy of all of those little Beetles! Scan him now!
New Creature! Plated Beetle
Attack:
Charging Tackle
Strength:
Missile Launcher: 1-2 Missiles
"Well-armored burrowing insect. Vulnerable only in the rear abdomen.
Creature's thick cranial plating can repel frontal attacks. This gives
it an advantage in combat, allowing it to make ramming attacks.
Only surfacing when it detects vibrations above, it then maneuvers itself
so as to always face its rival, keeping its exposed abdomen protected."
Detailed Description:
The Plated Beetle is the tougher of the Beetles. It is so well armored
that any normal attacks won't damage him when you shoot him from the front.
However, he does have a weakness, and that is his big red bum! As the Plated
Beetle charges at you, dash to the side, and you will be behind him, then
fire a missile or 2 at his bum and it will explode, and then the Plated
Beetle will be dead for sure. (Don't try this trick on women with big bums!)
With the Plated Beetle dead, the Morph Ball will be yours for the taking.
New Gadget! Morph Ball
Usefulness: ****
The Morph ball allows Samus to roll into a ball and go through very tight
areas, like holes that are 1m in diameter. This must be collected to beat
the game. Other add ons to the Morph ball can be available later.
Roll through the hole to the door, and go back to the Main Plaza.
Remember! Remember the sandstone weakness in the wall as well as the half
pipe! Come back when you have the Boost Ball and Morph Ball Bomb!
---------------
Main Plaza
---------------
Number of Missile Expansions: 3
This time, jump up the ledges next to the door leading to the Nursery Access
and cross the bridge. Feel free to ignore those annoying War Wasps as you
go through the door to the right, someone ought to spray this place.
-----------------------
Ruined Fountain Access
-----------------------
This hallway is blocked by some debris with a hole at the bottom; use the
Morph ball to roll through the hole to the other side. This hallway also
has Scarabs galore, so just roll past and ignore them. Go through the door.
----------------
Ruined Fountain
----------------
Number of Missile Expansions: 1
There are several Plazmites providing light to the place. Shoot them down
if you wish. Then jump along the right wall to the fountain. It is now
full of poisonous water. Do not jump in just yet, it's not safe for bathing!
Scan the wall for a new Chozo Lore, this time about a Hatchling.
New Chozo Lore! Hatchling
As we struggle with the Great Poison, something stirs at the edges of our
vision. It is the Hatchling Samus. (1) We feel her, across the void, as
she hunts the corrupted. Will our fates again be one? As our pride shatters,
will prophecy become read? When all strength wanes from the Chozo, will
it be the hatchling who fulfills our legacy? (2) True sight eludes us,
for the Poison gnaws at all vision, leaving seers blind and filled with
despair. Truth's blessing may come too late.
Explanation:
(1) Samus Aran used to be an orphan who was raised by the Chozo, this is
why the Chozos refer her to be the hatchling.
(2) The Fountain actually CAN predict the future, and predicts that Samus
will come and liberate this land from something called the Great Poison.
Yes, those Chozos are really really in luck now!
Remember!
Above the fountain is a Magnetic Rail Track that leads to a missile
expansion! Come back when you have the Spider Ball!
Go through the door to the right of the missile expansion for the Arboretum
Access.
-----------------
Arboretum Access
-----------------
There are a couple of Shriekbats here, ready to die for their territory!
Just intercept them in mid-air with the Power Beam. Scan them quickly,
as these guys will ram themselves at Samus or the walls if they miss, killing
themselves as they do it.
New Creature! Shriekbat
Attack:
Suicidal Dive Bomb
Strength:
Power Beam: 1-2 shots
"Territorial ceiling-dweller. Body temperature peaks at 121 centigrade.
Detailed Description:
Shriekbats have high internal temperature, making them easy to spot with
thermal imaging. They roost on cave ceilings while hunting for small prey.
Fiercely territorial, they dive-bomb anything that wanders near."
Detailed Description:
Shriekbats are bats which shriek, simple! They are not very smart indeed.
When Samus comes near, they give out a cry and dive at her. Not only that
they will kill themselves, they cannot stop diving even if they miss, and
they will kill themselves anyway as they hit the wall! Idiots.
The door at the other end of this room is protected by a blast shield.
Use a missile to break it open, and go through.
---------------
Arboretum
---------------
There is a tentacle to the left called a Reaper Vine. Scan it, then shoot
it in the eye to make it withdraw. Then jump onto the ledge it was guarding.
New Creature! Reaper Vine
Attack:
Tentacle Whip
Strength:
Power Beam: 1 shot to make it withdraw
Plasma Beam: 1 Charged Beam to destroy it
"Powerful rock-dwelling tentacle.
A single eye upon the Reaper Vine jeeps a constant vigil, but its vision
is limited to 10 meters. A scythe like appendage on its tip is honed to
lethal sharpness. The Reaper Vine will swing this blade wildly at anything
that enters its zone of perception."
Detailed Description:
Reaper Vines are just stationary tentacles that guard certain walls. All
you have to do is to shoot it in the eye to force it to temporarily withdraw.
However, it will pop out again later, so move on quick. A single Plasma
Beam charged beam can destroy it permanently!
Shoot the Tangle Weed guarding the next platform, and make your way up.
You will find a set of ledges heading down, and you can find some Venom
Weeds on an island by the wall. Shoot the weeds to make them disappear,
and scan the runic symbol hidden here. There are 3 other runic symbols
to be activated. Then jump back up the tree until you reach the bridge.
Cross it, and turn around, there is a runic symbol there. Scan it.
Then jump up the steps to the right, and scan the wall to the left right
after the morph ball passage for another runic symbol. Look up and the
fourth runic symbol is up there. With the symbols activated, a door will
be available at the top of the Arboretum. However, as you do not have the
morph ball bombs yet, you cannot go through the passage up there. So, go
down, hit the Reaper Vines out of the way and go through the door.
-----------------------
Gathering Hall Access
-----------------------
There is nothing here but some steam blowing out of some pipes, go through
the other door to the Gathering Hall itself.
---------------
Gathering Hall
---------------
Number of Missile Expansions: 1
Enter the Save Station, and save. Then get out of there. Make your way
up the ledges, avoiding the Shriekbats and Blast Caps on the way, and then
move to the small hole there. Roll into a ball and go through. You will
be informed that there is an increasing War Wasp activity detected, and
it is in the Burn Dome. So, that's where you are going next.
Remember!
There is a weak Sandstone wall above the door. You will have to jump up
there when you have the Space Jump Boots.
-----------------------------------------
d. Increasing War Wasp Activity Detected
-----------------------------------------
So, go through the door in front of you, and you will be East Atrium.
--------------
East Atrium
--------------
There are just 4 more Shriekbats waiting for a chance to commit suicide
for their cause. Just shoot them in mid-aid and go through the other door.
-------------------
Energy Core Access
-------------------
There are some Eyons here. Blind them, and go right through to the other
door. You are now in the Energy Core.
-------------
Energy Core
-------------
There are even more Shriekbats here. Just move aside and laugh as they
commit suicide by crashing into the walls! There is a lock door up there.
Scan it for a research entry.
New Research Entry! Locked Door
Lock System Engaged. Secure area to unlock door.
Go down the passage to the left, and then go over to the hole. Scan the
Stone Toad to the right before you role through the tube.
New Creature! Stone Toad
Attack:
Devour and spit
Strength:
Morph Ball Bomb: 1 Bomb
"Preys on creatures smaller than itself. Vulnerable only from within.
A Stone Toad is able to remain still for days. It preys upon creatures
smaller than itself, inhaling them whole. Anything it find indigestible,
it regurgitates. Stone toads use their tusks as a last resort in combat."
Detailed Description:
Stone Toads are not really a threat to Samus, they are just obstacles.
They just like to block important passageways, and no weapons can break
through its stone hide. However, if you have a Morph Ball Bomb, it's a
different story. Just roll into his mouth, and drop a bomb. Boom! The toad
will explode from within, and Samus can enjoy some tender Stone Toad Stew.
Go through the door at the other end.
---------------
Burn Dome
---------------
Number of Missile Expansions: 1
You are in the hive of War Wasps again. Suddenly, an Incinerator Drone
rises up. Flames start to come out of its nozzles. Scan this now!
New Creature! Incinerator Drone
Attack:
Fire Spin
"Programmed for high temperature waste disposal.
Device schematics indicate a high risk of malfunction when internal power
core is damaged. Unit has minimal combat programming, but an defend itself
if necessary. This drone's intense heat blasts compensate for its lack
of battle prowess."
Detailed Description:
This is just some machine to dispose of trash, but it looks as if it THINKS
Samus is the rubbish. As soon as you see its red Power Core, shoot it!
The Incinerator Drone will malfunction, and will burn the hive above,
causing some Barbed War Wasps to fly out!
New Creature! Barbed War Wasp
Attack:
Stinger Launch
Strength:
Power Beam: 1-2 shots
"Airborne insect with the ability to launch its stinger at prey.
A highly aggressive member of the War Wasp family, this insect can propel
the tip of its stinger up to 20 meters. The stinger tips regrow second
after launch and contain an acidic compound designed to predigest prey."
Detailed Description:
The Barbed War Wasp is a War Wasp with a green abdomen instead of the usual
yellow. They launch their stingers at Samus instead of charging. They can
be dealt with just as easily with the power beam. A shot or 2 will do the
trick. This is the only chance you can find Barbed War Wasps in the game.
Kill the Barbed War Wasps, and then shoot the Power Core of the Incinerator
Drone when it comes up again. The nest will be burnt once more. Continue
to hold back the Barbed War Wasps while waiting for the Power Core to come
up again. When the Incinerator Drone has burnt the hive twice more, the
hive will be destroyed, and the drone itself will explode, leaving behind
the Morph Ball Bomb! What are you waiting for? Take it!
New Weapon! Morph Ball Bomb
Usefulness: ****
Aha! Samus can finally defend herself when she is rolled up in a Morph
Ball. Just press the A button while in Morph Ball mode to use the bomb.
The Bomb can be used to blow up things made of Sandstone. It can also allow
Samus to jump when it blows up under her while she is in a ball. The Morph
Ball Bomb can also be used to activate certain slots. This is another
mandatory item to be collected if you want to beat the game.
There is a sandstone wall in this room. Blow it up with a bomb to reveal
the hole, and roll through. You will find a Missile Expansion. Take it.
You have found the 3rd Missile Expansion in the game. There are 47 left
to collect now! Yay, I'm thrilled. Nah!
Get back out, and use the Bomb Jump to help you if necessary.
---------------
Energy Core
---------------
Roll over to the Stone Toad and let it eat you, and then drop a bomb. Boom!
The Stone Toad blows! I best that's some explosive popcorn! You will find
a Morph Ball Slot here. Scan it first.
New Research Entry! Morph Ball Slot
Standard Morph Ball slot. This slot is active.
Inserting the Morph ball and detonating a Bomb will usually cause these
slots to send electrical impulses that can activate different types of
devices.
Bomb jump into the slot and drop a Bomb. The water level will drop, revealing
another slot. Roll down there and activate the slot. Some platforms will
rise up. Jump up to those platforms, and go through the passage to find
a third slot. Activate it, and all platforms will rise up to the right
height, and the previously locked door will unlock. Go through that door.
--------------------
West Furnace Access
--------------------
This hallway leads to the Furnace, where an Energy Spike has been detected.
Go through this hallway and through the other door.
---------------
Furnace
---------------
You cannot go up the magnetic track yet, as you have no Spider Ball. Instead,
roll through the hole, and bomb jump to get to the next one. Roll through
and you will find an Energy Tank! That is the 2nd Energy Tank, which leaves
12 more to be collected. You now have 299 Energy! Get back to the Gathering
Hall, where no one is gathering now!
Meanwhile, you will be told that the main source of toxins in the ruins
has been detected, in somewhere called the Sunchamber. But before you go
there, go through the other door of the Gathering Hall.
-------------------
Watery Hall Access
-------------------
Number of Missile Expansions: 1
Go forward, and kill the Shriekbats before they kill themselves! Ha ha!
They are going to die anyway! Jump onto that small island in the poison
water, and turn left. Blast the cracked wall with the missile, and what
do you know? A Missile Expansion! That makes the 4th, now only 46 are left
to be collected. You now can carry 20 missiles! Gee, I really love progress!
With the expansion collected, go through the next door.
---------------
Watery Hall
---------------
Number of Missile Expansions: 1
This place looks so watery. What a Watery Hall! Destroy the Blastcaps in
the water in front of you, and jump on. Turn around, and see that runic
symbol on the wall? Scan it and activate it, there are 3 more in this room.
Force the Reaper Vine to withdraw, and then jump onto the ledge it was
guarding. Jump over to the next ledge, and blow up the Blastcaps. Jump
on the ledge, and what do we have here? Another runic symbol. Scan it.
Then continue to the other end of this room. There is another runic symbol
there. Only one left. Now, get back to the entrance of this room, and jump
up the ledges. Make you way past the obstacles, to the gate with 4 runic
symbols on it. The final symbol is to the right. Scan it, and a symbol
of a hammer will appear on the gate. Scan that symbol, and the gate will
disappear. You can now jump down and collect the Charge Beam.
New Weapon! Charge Beam
Usefulness: ***
The Charge Beam allows Samus to focus her beam and create a large one!
Just press and hold A to charge. When locked onto enemies, the progress
bar can be seen! The beam can be released as soon as it is 50% charged
or more. The Charge Beam can be used in conjunction with missiles. If you
are after a low percent run, you can skip the charge beam.
While you have collected the Charge Beam, the Eyons would be active. There
is a Chozo Lore on the wall about the Meteor Strike. Scan it.
New Chozo Lore! Meteor Strike
We have returned to Tallon IV, borne there against our will by a great
cataclysm from the reaches of space. A meteor came, casting a dark shadow
of debris over the land with the violence of its impact. Though we perceived
this from beyond space and time, it was but a curiosity: a brief flare
in the infinite march of the universe. But the meteor brought with it
corruption. A Great Poison burst forth into the land, clawing at life with
such violence that we were ripped from our peaceful state and find ourselves
wandering as shadows of the mortal forms we left behind, searching for
why we are here.
Explanation:
Some time ago, a giant meteor crashed into Tallon IV, and bringing with
it the Great Poison, which poisoned the land and the people. Even the minds
of the Chozo were corrupted.
Remember!
The water may not be safe for swimming now, but when it is, and when you
have the Gravity Suit, remember to come back here!
There is a weakness in the Sandstone wall to the right of the stand where
you have found the Charge Beam. Blow it up and roll through. Go through
the door for the Dynamo Access. Go on and you will be in the Dynamo.
---------------
Dynamo
---------------
Number of Missile Expansions: 2
One of the Missile Expansions is in clear sight, behind a barrier, use
a Missile to break it open. The other is up a magnetic track, make sure
to come back after you have the Spider Ball. Now, you have the 5th Missile
Expansion of Metroid Prime, and you can carry 25 missiles! 45 left to go!
---------------------------------------------------------
e. Main Source of Toxins in the Ruins has been detected
--------------------------------------------------------
It is time to pursue our next objective, to destroy the source of the toxins
of the Chozo Ruins. On to the Arboretum.
---------------
Arboretum
---------------
You can now go through the passage blocked by the rocks. Use the Morph
Ball Bomb to blow them out of the way. The next passage has some Venom
Weeds blocking the way. Scan the weeds and then roll through, using a Bomb
to get them out of the way.
New Creature! Venom Weed
"Poisonous plant that retracts into the ground if threatened.
Venom Weeds evolved to thrive in the habitats of large organisms. They
lure prey with brightly colored leaves, then detain it with tiny barbs
that deliver a powerful toxin. Venom Weeds rapidly decompose anything that
succumbs in their midst."
Detailed Description:
Simply put, Venom Weeds are just some Tangle Weeds that are red and are
poisonous. Do not step on these, as your energy will be drained continuously.
Use a Power Beam or a Bomb to clear a large clump of these things.
Continue to the top, and you will find a wall with some Sandstone in the
way. Blow the sandstone with a bomb, and roll through to the door. Use
a missile to destroy the blast guard, and then open the door.
-----------------
Sunchamber Lobby
-----------------
So many Venom Weeds, so many Reaper Vines. Use weed killer, I mean your
Power Beam to blaze through all of them and go through the door to the
Sunchamber Access.
------------------
Sunchamber Access
------------------
Even more Venom Weeds and Reaper Vines. Get them out of the way, then go
through the door and enter the Sunchamber for sure!
---------------
Sunchamber
---------------
There is this weird flower in this room, move forward and suddenly it gives
out a lot of thorny bushes at Samus. She rolls away just in time. Then,
a reflector moves down and reflects sunlight on the creature in the flower,
and that creature comes up to fight Samus! It's the Flaahgra! Let's Fight!
New Creature! Flaahgra Tentacle
"One of Flaahgra's tentacles fills this narrow drainage channel.
Analysis indicates that Flaahgra's central nervous system is located at
the base of this structure."
Boss Battle! Flaahgra
Attack:
Energy Ball Blast
Thorny Bush Deployment
Strength:
Morph Ball Bomb: 4 Bombs
"This mutant plant is the source of toxic water in the Ruins.
Flaahgra's growth cycle has been radically accelerated. As a result, it
requires near-constant exposure to solar energy to remain active. This
exposure has made Flaahgra's outer shell thick and durable. Its lower root
system is unprotected and vulnerable, however. Exploit this flaw when
possible. Concentrated weapon fire can daze it for short periods."
Rule of Engagement:
The Flaahgra may seem to be a big bully, but his attacks are not that hard
to dodge. Firstly he will spit energy balls from his mouth, he can also
slam hard on the ground, and temporarily plant a thorny bush on the ground,
preventing Samus from passing. Just don't run into the bush and you will
be fine, and won't take too much damage. Get my point?
To damage Flaahgra, you will have to attack his central nervous system,
which is guarded by his tentacles. So, you should first take away what
keeps him active. The sunlight. See the reflector? Run over and shoot it
with the Charge Beam and raise it up. Then there will be no more sunlight
for our solar powered boss. The tentacles guarding the drainage ducts will
move away, allowing you to row into the Morph Ball Slot and plant a Bomb.
Boom! Flaahgra now has faced a painful stimulus, as painful as when someone
stabs you under the arm, and will withdraw into his flower for a while
to rest. Then he will come out and have 2 solar reflectors working. Raise
them up one by one as usual. Make sure that you stun Flaahgra regularly
so he cannot lower them again. Lay the bomb, and Flaahgra will rest again.
This time activating 3 reflectors. Take the sunlight away and bomb him
as usual. Repeat for the 4 reflectors that appear, and Flaahgra will make
one last dying cry, and will shrivel into the flower. Some green plants
bloom and wither, and the water in the pool becomes clean and fresh once
again. The water is safe!
Meanwhile, a door will be unlocked, and the Varia Suit will be available!
Grab it, and Samus jumps up, closes her eyes, and her suit becomes a little
bit deeper in colour. She now has the Varia Suit.
New Suit! Varia Suit
The Varia Suit allows Samus to enter areas that are usually too hot, like
the Magmoor Caverns, and that is where you are going next.
Remember!
This room will have a Chozo Artifact later in the game. But get out of
here through the door in front of the suit now. Remember to come back.
-----------------
Sun Tower Access
-----------------
There is no one here. Don't be afraid to jump into the water. It's safe
now. Move on along the hall and there are some crates. Blow them up for
some Ultra Energy. Make sure you scan them first.
New Research Entry! Ultra Energy
Ultra Energy. Replenishes 100 units of energy.
There is this weird electric orb hovering above the room. Scan it. IT is
a Pulse Bombu, but do not try to fight it yet.
New Creature! Pulse Bombu
Attack:
Energy Bomb Drop
Strength:
Wave Beam: 3 shots
"Life-form of raw energy. Periodically releases explosive segments from
its body.
Pulse Bombus are energy beings, invulnerable to most known weapons.
Electrical energy can harm them, however. They lack any intelligence beyond
an instinctive attraction to other charged energy sources. Pulse Bombus
produce energy constantly. All excess energy is shed, regardless of who
or what may be nearby.
Detailed Description:
Hoo hoo hoo... So, to be more creative, the designers of Metroid Prime have
added a u to the word Bomb to make the Bombu! That's creative, I am sure.
Pulse Bombus are electric life-forms which look like a blue ball with a
couple of yellow balls stuck to it. They make a special hovering sound
when they are around. Pulse Bombus drop bombs down on their enemies. That
is it. They can only be hurt by the Wave Beam. So if you do not have it,
just turn into a morph ball and roll under it. A cool way to kill these
beings is to use a charge beam to draw them near and then releasing the
beam just before it crashes into Samus!
Roll under the Pulse Bombu and go through the door to the Sun Tower.
---------------
Sun Tower
---------------
There is a magnetic track here. This is what Samus will use to return to
the Sunchamber later. Drop down to the bottom, ignore the War Wasps and
go through the door.
-----------------------------------
Transport to Magmoor Caverns North
-----------------------------------
I know there is a transport, but first let's backtrack and collect the
items you have left behind. Go through the door to the left.
---------------
Vault Access
---------------
Roll into a ball, and go over to the lift, and let it carry you up to the
hole. Then roll through. My cousin thinks that this is one of the stupidest
contraptions ever. Jump up the steps with the Bomb Jump and roll out through
the other hole to the door. You are in the Vault now.
---------------
Vault
---------------
Number of Missile Expansions: 1
There is something locked up in the Vault, and it is another Missile
Expansion. There are 3 Morph Ball holes to be activated. The first one
is on ground level, and can be opened by first bombing the grate. Then
roll in and plant a Bomb. The lock will be released. Bomb Jump up the second
one, and do the same. To reach the highest hole, plant 2 Bombs on the ground,
with a slight pause between each drop, and then when Samus is at the peak
of her Bomb Jump, plant the Bomb in the air. Then the bottom Bomb should
propel Samus up to the higher Bomb, which propels her up to the hole. Bomb
the hole, and the gates will open, allowing you to get the 6th Missile
Expansion of the game. You now can carry 30 missiles! 44 Missile Expansions
left to be collected!
There is a Chozo Lore on the wall. Scan it for another one in the Log Book.
New Chozo Lore! Beginnings
Our sanctuary grows by the day. We Chozo know much of technology, but we
have chosen to leave it behind on this journey. Our home here on Tallon
IV will be a place of simplicity: structures hewn from the stone, bridges
woven with branches, hallways caressed by pure waters. We build around
the ancient and noble trees, drawing from their strength and giving them
our own in return. (1) All that is wild will flow around us here: our race
will be just one more group of reatures in the knit of nature. IT is our
hope that such a state will bring with it great wisdom, a greater
understanding of the nature of the universe. Once our city here is complete,
we will peer inward and discover the truth. (2)
Explanations:
(1) The reasons why some Chozos want to stay on Tallon IV is that they
think that their usage of technology has made them corrupt. Hence they
would rather live with nature.
(2) By living among nature, they believed that they could be wiser and
would discover their true selves.
Get out through the other door, and you will in the Plaza Access.
------------------------
Plaza Access/Main Plaza
------------------------
Even more Beetles. Kill them, and go through the door back to the Main
Plaza. There is an Energy Tank behind the door. Take it! This is the third
tank of 14. You now have 399 units of energy. Drop down to the Main Plaza
and return to the Ruined Shrine. (NOTE: A Plated Beetle will appear in
place of the normal Beetles.)
---------------
Ruined Shrine
---------------
Number of Missile Expansions: 2
Remember the weakness in the wall made by the sandstone? Blow it up with
a Morph Ball Bomb and roll in. The Missile Expansion is inside! This makes
the 7th Power Expansion. There are 43 left to go! Go to the Ruined Nursery.
---------------
Ruined Nursery
---------------
Number of Missile Expansions: 1
There is a mini maze on the wall. First, enter it from the entrance near
the door you went in through, and then jump up. There is a rock beneath
a metal box. Blow up the block with a bomb and the box will be lowered.
Then enter the mini maze from the other entrance, bombing rocks that get
in the way. Eventually, you will reach the Missile Expansion. This is the
8th Missile Expansion of Metroid Prime. They are now 42 remaining! Go to
the Ruined Gallery now.
---------------
Ruined Gallery
---------------
Still no fancy pictures in this gallery, but the water is now clean. Jump
down to the Tangle Weed, and roll into a Morph Ball. Bomb jump up the hole,
and roll along the tunnel for the missile! That's the 9th in the game!
9 down, 41 to go! Go to the Transport Access North now.
-----------------------
Transport Access North
-----------------------
Roll through the hole and you will reach the door that leads back to the
Transport to Magmoor Caverns North.
------------------------------------
Transport to Magmoor Caverns North
------------------------------------
Scan the switch to activate the transport, and ride it down to Magmoor
Caverns. Now, let's move on to the next chapter.
-----------------------------------------------------
6. Samus' Mission Part 2: The Caverns and the Drifts
-----------------------------------------------------
Get out of the transport, and take care of business!
---------------
Burning Trail
---------------
The name of this place looks scary, but don't worry, things are not hot,
yet. There are lifts here. But just jump down to the bottom. Samus will
not take fall damage.
Enter the hallway. There are some Shriekbats here too! As the hallway is
so narrow, don't let them suicide bomb Samus! Kill them in mid-air. There
is a Save Room here, guarded by a Blast Shield. Blow it up. Before you
save, scan that creature on the island over the lava. It's a Grizby.
New Creature! Grizby
Strength:
Missile Launcher: 1 Missile
"Subvolcanic carrion feeder. Carapace can be breached by Missiles.
The Grizby's carapace has been fused together by superheated air. This
barrier stands up to everything buy concussive blasts. Its intelligence
is limited to instinctive scavenging patterns."
Detailed Description:
A subvolcanic carrion feeder eh? Not bad, at least it gets cooked food
all the time. Anyway, Grizbies do not attack Samus, but they just walk
around like the Geemer, waiting for Samus to bump into it. That's all.
To remove this pest, just blast it with a Missile. Otherwise, ignore it.
When you have saved, jump past the island in the lava and go through the
door to the main area of Magmoor Caverns.
---------------
Lake Tunnel
---------------
Hmm, there are some ledges over the lava, and both of which are guarded
by Grizbies and some flame nozzles. Blow up the Grizbies and then jump
from ledge to ledge until you reach the other side. Go through the door.
On the way to the door, you will see something in the ground, that pops
up and fires blue slime at Samus. Scan these, and destroy them as well.
They are known as, obviously, Burrowers.
New Creature! Burrower
Attack:
Blue Slime Spit
Strength:
Power Beam: 1 shot
"Tunneling insect predator.
The burrower is similar to the Beetle, though it prefers to spend more
time underground. It seeks seismic disturbances, then surfaces to attack.
It has enough cunning to realize when something is too large for it to
handle: beyond that, it is fairly ignorant. What it lacks in brains, it
makes up for with aggression."
Detailed Description:
Burrowers are just insects the burrow underground in hot areas like the
Magmoor Caverns. They will jump out into the air for a while, making a
screeching sound before spitting some blue slime at Samus. This can be
easily avoided, and you can just return the favor by shooting a single
Power Beam shot at it to kill it. As simple as that.
---------------
Lava Lake
---------------
This has got to be the representative area of Magmoor Caverns, as you are
given a whole overview of the room. Walk out to the room, and a large dragon
pops out of the lava! Scan it! It's a Magmoor, which the cavern is named
after. Then kill it, when he dies his head will pop off!
New Creature! Magmoor
Attacks:
Fire Blast
Lunge Bite
Strength:
Power Beam: 2 Charge Beams
Ice Beam and Missile Launcher: 1 shot to freeze, 1 missile to kill
"Fire-breathing serpent that dwells in lava.
Magmoors prefer extreme heat zones, and are susceptible to frigid attack
forms. Sightless, they navigate the lava currents using their sonar
receptors. Magmoors have a keen sense of smell, enabling them to pinpoint
targets with starting accuracy."
Detailed Description:
Magmoors are creatures that are indigenous to the Magmoor Caverns, why
as there are so many of them, the caverns are named after them! Magmoors
may be big, but their attacks are not that threatening, really. All they
can do is to blast a stream of flame towards Samus, and that is not very
accurate. At close range, it can attempt to bite you, but that is unlikely.
I guess Magmoors can just wait until Samus has the Ice Beam, as one single
shot can freeze it, (head only), and when you reply with a missile, boom!
Before you cross this large lake, scan those green puffy enemies there.
They are known as Puffers. Then kill them from a range, and do not go over
there until the gas has disappeared completely.
New Creature! Puffer
Strength:
Power Beam: 1 shot
"Unstable gas-filled organism. Will rupture on contact.
Puffers fill their bodies with lethal meta-virpium has and float about
in search of food. If ruptured, the gas within the Puffer is violently
released. Despite their fragile bodies, Puffers are aggressive hunters.
The gas cloud thy release upon death is often fatal to the creature that
brings them down as well."
Detailed Description:
Yes, this has got to be sort of analogous to those poisonous puffer fish
that can only be prepared by skilled licensed chefs in Japan. Puffers are
large green spheres with so many crates sticking out of them. When Samus
bumps into one, it will explode, releasing its poison gas. Because of this
only skilled licensed fighters can fight these guys. Samus is one of them.
Just shoot them with the Power Beam. When they die, they will release their
gas, which will remain in the air for a while. Only go over there when
they are gone, or Samus will lose energy. Understood?
Jump over to the ledges to the right. Beware of the circular platforms,
they cannot hold Samus' weight indefinitely, and will sink into the lava.
There are a couple more Puffers and a Magmoor to be killed here. With them
out of the way, jump over to solid dry land on the other side. This is
just the beginning, Samus!
There is a cracked wall here behind some crates. Use the morph ball bomb
to blow it up, and roll through to the other side, blowing that wall up
as you go. You will be at another lake. Just kill the puffers and make
your way across the ledges and you will reach the other door.
---------------
Pit Tunnel
---------------
There is a new enemy down in the pit. They are known as Triclops.
New Creature! Triclops
Attack:
Grab and Spit Samus Ball
Strength:
Morph Ball Bomb: 1 Bomb
"Hard-shelled creature with powerful jaws.
The Triclops is a hunter-gatherer. It collects small creatures and bits
of foodstuff, then deposit them elsewhere for later consumption. The hard
tripartite mandibles it uses to move earth and rock are quite strong and
difficult to escape once ensnared."
Detailed Description:
As the name suggests, the Triclops is a creature with 3 horns. When Samus
is rolled into a Morph Ball. These enemies will mistake the Morph Ball
for food and will try to grab it. But finding the ball inedible, it will
just spit it out somewhere else. To kill these guys, just beat them at
their own game. Drop a bomb near a Triclops and it will mistake it for
food and swallow it. Then, like in those Tom and Jerry cartoons, it will
go out with a big boom from the inside!
Roll under the pit, avoiding or killing the Triclops are go over to the
other side, and through the door.
---------------
Triclops Pit
---------------
Number of Missile Expansions: 1
This has got to be a big room dedicated to all those Triclops down there.
The main attraction is definitely the pit itself. But how to get in? Jump
down to the bottom of the room, and you will find an alcove with a lot
of steam shooting out. There is a hole for Samus to roll in with the Morph
Ball. Inside, there are lots of Triclops. Blow them up if you wish, but
your target will be the other hole in this pit. Find it, and roll through.
You will come to a door. Go through.
Remember!
There is a set of invisible platforms and a hollow pillar high above the
pit you are in now! Remember to come back with the X-Ray Visor.
---------------
Storage Cavern
---------------
Number of Missile Expansions: 1
Make your way to the end of this cavern and you will see what the Space
Pirates have been storing. It's a Missile Expansion. Get it now! You now
can carry 50 Missiles! This is the 10th Expansion in the game, and that
leaves 40 to be found! Get back out to the Triclops Pit.
---------------
Triclops Pit
---------------
Number of Missile Expansions: 1
This time, make your way up to the top of the room, and jump across those
circular platforms quickly, and go through the other door high above.
Remember to come back when you have the X-Ray Visor.
---------------
Monitor Tunnel
---------------
There are no monitors here yet, but there are Puffers. Kill them all, and
as the gas clears, make your way past those rising platforms and then go
through the other door to the Monitor Station.
---------------
Monitor Station
---------------
The computer station is guarded by numerous Auto Defense Turrets. There
are no switches to deactivate them there, so you will have to take them
out from a range with missiles. Then go over to the bottom of the tower,
and jump on the circular platform on the other side, and over to the path
going up. You will find another Auto Defense Turret as you ascend. So,
blow it up quickly. Then you will come to a dead end, and there is a bridge
to the left, below Samus. Jump on the bridge and you will find yourself
at the computer terminals. There is nothing of interest in those computer
terminals, and no Pirate Data either. So, just cross the other bridge and
go through the door.
-------------------
Transport Tunnel A
-------------------
This is another morph ball tunnel. There is an Energy Tank hidden at the
top of the mini maze. At the first block, do a bomb jump combo to boost
Samus up. Remember that the blocks disintegrate after 2 bombs, so your
timing has to be precise. Then go left, and boost Samus up once more. GO
left again, and the Energy Tank should be right above the block Samus is
now on. Easy does it! Do a jump combo against the block and the tank should
be yours! This is the 4th Energy Tank of the game, and you now have 499
units of energy! This leaves 10 more Energy Tanks to be collected.
With your new energy tank, make your way down to the far bottom left of
the mini maze and then roll over to the door. You will come to another
of those Transport thingies, or I should say, elevators.
------------------------------------
Transport to Phendrana Drifts North
------------------------------------
There is another transport here. Scan the switch to activate it. Then take
it up. Samus will arrive at Phendrana Drifts.
------------------------------
b. Entering Phendrana Drifts
-----------------------------
Let's get out of the transport now. Let's prepare our parkas, as it's really
cold out there at subzero temperatures...
-------------------
Shoreline Entrance
-------------------
It's so cold here that a thick wall of ice has blocked off the tunnel.
There are in total 4 walls of ice which can be blown away by Charged Beams.
So, with them out of the way, you can go out to the Phendrana Shorelines.
---------------------
Phendrana Shorelines
---------------------
Number of Missile Expansions: 2
Walk forwards, and you can get to have an overview of this open area. This
must be the representative area of Phendrana Drifts, as the music changes
its mood here. Look up, and you will see some bats flying around. Scan
them from where you are standing. You may need a couple of scans as they
fly around the air so quickly. Don't worry, those are not enemies.
New Creature! Flickerbat
"Scavenger with optical camouflaging that renders it invisible to the naked
eye.
Flickerbats are deceptive creatures. The only way to track them reliably
is with x-ray imaging. They fly around ceaselessly, hunting insects and
other small prey that float on the air currents. Flickerbats tend to fly
in cyclical hunting patterns, using primitive sonar to navigate."
Detailed Description:
Flickerbats are just some bats that fly around very quickly in the air
in Phrendana Drifts. They pose very little threat to Samus, and you don't
need to fight these things. If you do, then you will need an X-Ray Visor
to keep an eye on them, as they move so fast.
See the drainage grating? It can be busted with a missile. Enter, and scan
and kill the Crystallite in the way, and roll through the hole in the snow.
New Creature! Crystallite
Strength:
Missile Launcher: 1 Missile
Plasma Beam: 1 Shot
"Territorial cold-weather scavenger.
The shell of a Crystallite reflects Beam weapons, and can only be cracked
by a concussive blast. They hang upside down in an ice cave during their
larval stage. Moisture runs off its body and forms the hard ice shell,
which the Crystallite retains for the rest of its life."
Detailed Description:
Crystallite are just another of those harmless little critters that crawl
around Phendrana Drifts, waiting for Samus to hurt herself by running into
them. They do have a very hard shell, but that can be penetrated by a Missile
or a single Plasma Beam shot, which melts the shell immediately!
Scan the control panel on the wall, and a door will be powered here. Now,
roll out, and enter the Save Station detected, and save.
Remember!
There is a pillar next to the opening that leads to the Save Station. Behind
it, is a wall of ice blocking off a Missile Expansion. You can melt the
ice when you have the Plasma Beam, so remember to come back later.
Go out, turn left, and jump up the ledges, avoiding the Crystallites. Then
jump your way to the door and go through.
-----------------
Ice Ruins Access
-----------------
There is a wall of ice blocking the tunnel, use a charge beam to blow it
up. There is a Scatter Bombu in the way, scan it and roll under it.
New Creature! Scatter Bombu
Attack:
Triple Electric Bolt
Strength:
Wave Beam: 3 shots
"Pulsing tendrils of energy extend from creature's body.
Like all Bombus, these creatures can only be harmed by electrical energy.
Proximity to these life-forms may result in electrical visor interference.
It is possible to avoid engaging Scatter Bombus by rolling into the Morph
Ball and slipping between the rotating energy streams."
Detailed Description:
Scatter Bombus are basically the brothers of the Pulse Bombus. They only
like to hand around in circular tubes, zapping 3 continuous beams of
electricity which they like to rotate around. Fortunately, they can also
be destroyed, but with the Wave Beam. Otherwise, just roll between the
electric bolts and off you go! OK? Getting too close to the Scatter Bombus
may cause your visor to become fuzzy.
Roll over to the other door and go through. You should be in the Ice Ruins
East by now.
---------------
Ice Ruins East
---------------
Number of Missile Expansions: 2
Everything seems peaceful, doesn't it? Including two blue lumps on the
ground. But as you go close, those lumps rise up, and 2 Baby Sheegoths
come out to attack Samus. Dash behind their backs and blast them to pieces.
But first, scan them for a Creature Entry.
New Creature! Baby Sheegoth
Attacks:
Charge Bite
Ice Ball Attack
Ice Breath
Strength:
Power Beam: 1 Charge Beam and 3 shots
Plasma Beam: 1 Charge Beam
"Glacial predator. Ice shell protects vulnerable dorsal area.
Young Sheegoths grow a resilient shell of ice on their backs which serves
to protect a layer of vulnerable flesh. With this being their only weak
point, Baby Sheegoths will turn quickly in order to not allow predators
the opportunity to strike at their backs. Powerful hunters, they fire
bursts of ultracold gas at potential prey, then feast on their frozen
victim."
Detailed Description:
No, this is not a female Gothic warrior, but is some blue creature with
a big blue shell on its back. Even though they are babies, they don't need
to be fed with bottles, they just hunt on their own! They can shoot balls
of ice at Samus from a range, and they can freeze her with their ice breath.
Don't worry, they do not like Samus sashimi. Just tap B rapidly to break
free if you are frozen. Their final attack, the charge bite, can easily
be avoided. At this point, you can easily go behind it and blast its shell
off with a charge beam. Then a few more shots are enough to defeat these
overgrown "babies". If the babies are so tough, then the adults...!
Now, with the 2 babies dead, go over to the far end of the ruins and jump
up the ledges. Avoid the Crystallites as you go. As you prepare to jump
on to the building to the first set of Crystallites, look to your left.
There is a Spider Ball Track. Remember to come back later. REMEMBER! Follow
the rooftops and you will reach the other door. GO through.
Remember!
Remember to examine the wall beneath the door with the X-Ray Visor later.
---------------
Plaza Walkway
---------------
They call this the Plaza Walkway, and yet there are nothing but a lot of
Ice Burrowers moving around. Scan them quickly, as you won't be seeing
them later. Then kill them as usual.
New Creature! Ice Burrower
Attack:
Blue Slime Spit
Strength:
Power Beam: 1 shot
"Burrower adapted to subfreezing climates.
A hardy life-form, the Ice Burrower has adapted to the frigid clime of
Phendrana. It spends most of its time tunneling through the frozen soil,
but will occasionally surface to attack passersby."
Detailed Description:
Ice Burrowers, are just like the normal Burrowers, only that they live
in the cold environment of Phendrana Drifts. When you meet them, they attack
the same way as the normal Burrower, spitting blue slime. One Power Beam
shot is all Samus needs to kill these things.
Go through the door on the other end of this walkway.
----------------------
Phendrana Shorelines
----------------------
You are on the top of the Phendrana Drifts now. Just go through the door
on the other end of this walkway.
---------------
Ruins Entryway
---------------
As you do not have the Wave Beam yet, just roll under these Pulse Bombus
and get through the other door.
---------------
Ice Ruins West
---------------
You are now in the Ice Ruins West. There are some Baby Sheegoths here and
there taking an afternoon nap. Just surprise them from the rear and kill
them both. You will see that there is a Wave Beam door here, so the only
door you can go through will be the one with the blast shield.
Before you go anywhere, you should notice that there is an alcove near
the door that you came in with a Chozo Lore. Scan it for another entry.
New Chozo Lore! Cipher
None know if our temple, the Cradle, will prove powerful enough to contain
this evil forever. How can we Chozo hope for it to remain intact when that
which it guards writhes in the darkness, growing always stronger? The fate
of this world rests with the gathering with Artifacts we call the Cipher,
but even it is not all-powerful. It is strong, yes: an enchanted whole
made of twelve links. Still, it is finite in its reach, and we who guard
it are slowly succumbing. When our vigilance crumbles away into madness,
the Cipher will be exposed and the fate of Tallon IV will be beyond our
influence.
Explanation:
The Chozos have built a temple in an attempt to contain the Great Poison.
To unlock the temple, 12 Artifacts are needed. They can be found by Samus
later on. Initially, Chozos have guarded the artifacts, but even they are
being corrupted, and hence some Artifacts will be in Space Pirate hands.
Go through the blast shield door now.
----------------
Canyon Entryway
----------------
As before, roll under and between the Pulse Bombus' electric bolts, and
go through the door on the other side, you will be in the canyon.
----------------
Phendrana Canyon
----------------
First, drop down to the broken bridge, and turn around. See the Chozo Lore
behind the crates? Scan it now.
New Chozo Lore! The Turned
Many Chozo have gone beyond now, and this is a mercy. Those of us who remain
suffer in dimensional flux, drifting helplessly across time and space,
guided by unseen and inexorable currents. The Chozo who cling to sanity
fight the tide, but our minds are weakening. Soon we will all be like the
Turned, Chozo who have been utterly corrupted by the Great Poison. The
Turned still hold to their Chozo forms, but their minds are black with
fell intentions. Vone is their respect for life. They honor only
destruction, and seek to disrupt the Artifacts holding the Great Poison
at bay. All life taunts them, and they do not rest. Before long, they will
be all that remain of the Chozo here.
Explanation:
Talk about a similar situation like Resident Evil. This time, it takes
place in an entire planet, not a city. A meteor crashes into Tallon IV,
poisons the land, including the people, and the residents turn very evil,
and seek to destroy things, like the zombies of Raccoon City. Ahh... that's
cool. I think Resident Evil fans should like this game!
Then, jump off the bridge, and kill the Baby Sheegoth from the rear, and
go up the slope to the right. There is a switch. Scan it to activate it,
and a series of platforms will align, allowing Samus to hop over the canyon.
Hope on the ledges one by one. Hurry! The platforms will explode one by
one soon after Samus hops on them. Now, you can go and get the Boost Ball.
New Gadget! Boost Ball
With the Boost Ball, Samus can roll much faster on the ground. She may
also have the speed to boost up half-pipes and more! To charge up the Boost
Ball, press and hold B, then release. Perform the Boost ball repeatedly
to go very very fast and high up!
As the Ice Ruins West has a dead end, let's go all the way back to the
Monitor Station of Magmoor Caverns. Meanwhile, you will be informed that
a Half-Pipe structure has been detected in the Tallon Overworld. So make
your way there, via the Magmoor Caverns. On your way back, you will notice
Meta Ridley flying high above the Phendrana Shorelines. What's here doing
here? I wonder...
--------------------------------
c. Half-pipe Structure Detected
--------------------------------
*****MAGMOOR CAVERNS*****
----------------
Monitor Station
----------------
Jump down to the bottom of this room, and go through the door opposite
the one you came in through. You will be in the Shores Tunnel.
---------------
Shore Tunnel
---------------
Go through the tunnel to the other side, and leave through the other door.
You will notice that there is a weakness in the Bendezium frame of the
glass tunnel. So make sure you come back when you have the Power Bomb.
---------------
Fiery Shores
---------------
This area really is very well described. It's like a lava beach! Anyway,
wait for the flame nozzles to stop spewing flame, and hop over the ledge
to the other side. You will encounter a Magmoor, as well as a Triclops.
Jump onto the ledge with the Triclops and roll into a bomb. Blow the Triclops
up and enter the hole up there.
There is another path for the ball to roll through. Bomb away the crates.
Then make your way up to the catwalk. Roll over to the other end and collect
the 11th Missile Expansion in the game! You now can carry 55 missiles!
That's 39 left to go! Roll back to where you entered the path and turn
back into the non-ball Samus.
Move forward and jump across the ledges, avoiding the flame nozzles. Then
go through the tunnel to Transport Tunnel B.
-------------------
Transport Tunnel B
-------------------
There is a Magmoor here, but just ignore it. Roll to the left, up the slope,
through the rails to the other side of the lava pool. Then go through the
door, don't worry, you will not be derailed while on.
-----------------------------------
Transport to Tallon Overworld West
-----------------------------------
Ignore the other door, activate the transport and go up back to the Tallon
Overworld. You will be very near to the other transport when you go up.
*****TALLON OVERWORLD*****
So, get out of there to the Transport Tunnel B.
-------------------
Transport Tunnel B
-------------------
There are several Zoomers here, ignore them. See the bridge? There is steam
down there, but if Samus drops down to the bottom, you can find the 12th
Missile Expansion in the game! Then Samus can carry 60 Missiles, and 38
Expansions are left to be collected!
---------------
Root Cave
---------------
There is a Beetle nest directly in front of you. Go forward, kill the Beetles
that come out, and make your way to the first door you see. Blast the blast
shield and go through. It's the Root Tunnel.
---------------
Root Tunnel
---------------
There is a new creature here, called the Bloodflower. Scan it and kill
it before it can unleash its poison at Samus.
New Creature! Bloodflower
Attack:
Green Poison Ball Attack
Strength:
Power Beam: 1-2 Charge Beams
Plasma Beam: 1 shot
"Able to eject toxic spores. Toxins are poisonous even to the Bloodflower
itself.
Three mouth-nodules protrude from the stalk beneath the flower, each with
a rudimentary brain cluster and the ability to spew toxic fumes at anything
within a five-meter radius. The spores ejected from the stigma at the center
of the flower are sufficient to kill this creature if they explode in its
vicinity."
Detailed Description:
The Bloodflower is not a bloody flower, just a very poisonous one. It
attacks by spitting out green poison balls which are its spores. The spores
can be intercepted in mid air with any beam weapon. If you use the Charge
Beam, you will have to hit it with 2 shots. If you can hit the spore as
it is still near the Bloodflower, it will explode, taking the flower with
it! I don't care how you kill these guys, but Plasma Beam works best.
Go through the door at the other end, and you will arrive at the top of
the Tallon Canyon once again.
---------------
Tallon Canyon
---------------
Drop down to the ground, and go over to the half pipe as asked. Boost Ball
up to the left, and you will be on a high up ledge. Cross the tree trunk,
which is the bridge, and blow up the barrier with the morph ball bomb,
and roll through, destroying any more barriers in the way before you go
through the door on the other side.
---------------
Gully
---------------
Just blow up any Zoomers in the way with the Power Beam and go through
the door on the other side of this hallway.
---------------
Landing Site
---------------
You are on the top of the Landing Site now. Go to the left, and go through
the door there. Inside, there are a pair of Space Jump Boots for Samus
to collect. Great, now you can jump twice in mid air, and can jump further
and higher than you were a moment ago!
Then, jump back out, and get down to your ship. Behind the ship, is a small
tunnel with Tangle Weeds inside. Roll in for a Missile Expansion. That's
the 13th one in the game. You can now carry up to 65 missiles. There are
37 more to go. Now, just enter your ship and save.
Then, go over to the waterfall, and jump up the ledges there, over the
waterfall, to a door that you can now reach. Go through it now. (You will
be informed that of a Predator Increase in Phendrana Region, we will see
to that a bit later.
---------------
Temple Hall
---------------
In this hall, there is a new creature above, called the Seedling. Scan
it and kill it, along with 2 of its little friends. I know, the scanning
process IS going to be painful, as you will be hit by his spines!
New Creature! Seedling
Attack:
Sharp Spine Launch
Strength:
Power Beam: 1 Charge Beam
"Plant based ground feeder. Dorsal spines can be ejected in self-defense."
Detailed Description:
Well, seedlings in the real world are those of young plants that have just
sprouted. But the Seedlings here are some large blue bulb like plant
creature. When they see Samus, they eject their spines at all directions,
making it hard for Samus to avoid getting hit. The best course of action
is to quickly kill these pests before they can even see her!
Now, go through the door at the other end, making your way through all
those Tangle Weeds.
-------------------------
Temple Security Station
-------------------------
You are in one of those hexagonal glass hallways that you can see through.
When you step forward, you will be given an overview of this area. It
actually belongs to the Impact Crater of the meteor with the Great Poison!
Move along the hallway, and you will see a hologram of the 12 Chozo Artifacts.
Scan it for another interesting Pirate Data
New Pirate Data! Artifact Temple
Field team reports are in on an aged structure of alien design built on
the surface of Tallon IV. Studies show this structure projects a
containment field. This field bars access to a prime source of energy within
a deep crater. (1) Science Team believes the field is powered by a number
of strange Chozo Artifacts. We have found some of these relics and studies
on them have begun. (2) As this field could hinder future energy production
operations on Tallon IV, we must dismantle it as soon as possible. If this
means the destruction of the Chozo Artifacts, it will be done.
Explanations:
(1) This temple here has been built by the Chozos to contain the Great
Poison caused by the meteor.
(2) To gain access to the Impact Crater, Samus must find all the Chozo
Artifacts and return them to the Artifact Temple. Some are in the hands
of the Space Pirates, but they do not know what to do with them yet.
Now, with this tidbit of information, go through the other door through
the Temple Lobby to the Artifact Temple itself.
---------------
Artifact Temple
---------------
There are 2 passages of Chozo Lore on the walls. Scan them both before
going down to the Artifact Temple.
New Chozo Lore! Statuary
As we have done for millennia, we Chozo work constantly on our statuary.
The statues are our sentinels: blind but ever watchful, they are, and have
always been, repositories for our most precious secrets and strongest
powers. (1) The crafting of each is a long and sacred process, performed
only by those Chozo who have lifetimes of experience in such things. We
have left these relics on planets across the solar system. Some are merely
reminders: silent emblems of the Chozo that serve as icons of peace in
lands that know only war. Others wield subtle strength, exerting their
influence in ways beyond the understanding of mortal creatures. Still
others are guardians of our secret ways, and these can be as terrible as
they are beautiful. Those who respect and honor these relics will know
the friendship of the Chozo. (2) Those who deface or destroy them will
know our wrath, unfettered and raw.
Explanations:
(1) The Chozo Statues found on Tallon IV can help Samus in a lot of ways,
as you see later in the game.
(2) Some Chozo Statues can only help Samus if she can give them an offering.
New Chozo Lore! Binding
The congregation of Artifacts that hold the Great Poison at bay still hold
strong. Fearful of the potential within the Artifact Temple, the invaders
known as Space Pirates tried to destroy it, only to fail at every attempt.(1)
We scattered the Artifacts across the planet for their protection, and
only a few have fallen into invader hands. Failing to understand them,
they now seek to unmake them. Again, they fail. They are right to fear
these things, Great power sleeps inside them. Prophecy calls for their
union, come the day that the unholy Worm is met by the Great defender.
(2) We can only hope the Artifacts ate not destroyed by the invader, for
them all will be lost. So, we do what we can to preserve the Artifacts,
and to guide the Newborn to them. (3) Time wanes with our souls, yet hope
remains.
Explanations:
(1) The Space Pirate invaders have tried numerous attempts to breach the
Artifact Temple, but they have never succeeded. They also cannot destroy
any of the Chozo artifacts either, and some are still in their hands.
(2) The Great Defender is Samus, and the unholy Worm is... you will see.
(3) All those totems in the Artifact Temple will provide hints for Samus
to the whereabouts of the Chozo Artifacts.
Now, move forward to the "Stonehenge" structure. There is an Artifact in
the middle. It is the Artifact of Truth. The 1st of 12, now, 11 remain!
Scan the totems that are active for more clues regarding the whereabouts
of other Chozo Artifacts.
New Artifact Entry! Strength
The heat of Magmoor was a test for many warriors. A Shrine in their honor
holds the Artifact of Strength.
Explanation:
There is a shrine located high above the Monitor Station of Magmoor Caverns.
Inside is the Artifact of Strength.
New Artifact Entry! Elder
Invaders have claimed Phendrana as their own. A Tower sits atop their
fortress. Collapse it to reveal the chamber where the Artifact of Elder
is held.
Explanation:
The Artifact of Elder is found at the Control Tower in the Phendrana Drifts.
You will need a Plasma Beam and Super Missiles for the job.
New Artifact Entry! Wild
A Sunchamber high atop our ruined home became the nest of a great beast,
and a source of corruption. Many Chozo spirits have been drawn to this
tainted place. Release their bond to the world to claim the Artifact of
Wild.
Explanation:
You have been to the Sunchamber before. You should get back up there from
the Sun Tower with the Spiderball to get this Artifact.
New Artifact Entry! Livegiver
There is a tower within the Ruins where Light always shines. Move through
the waters there to find the Artifact of Lifegiver.
Explanation:
You will need the Gravity Suit to penetrate the waters of the Tower of
Light in the Chozo Ruins to get this Artifact.
New Artifact Entry! Chozo
In one of Tallon's far corners, a Grove of Life lies. Reveal the pillar
beneath the waves to find the Artifact of Chozo.
Explanation:
The Artifact of Chozo is in the Life Grove of the Tallon Overworld.
New Artifact Entry! World
Within the ruins of our home, we honor our fallen Elders in a great Hall.
A chamber beneath the statue holds the Artifact of World.
Explanation:
The Artifact of World is located in the Elder Hall of the Chozo Ruins.
You will need the Plasma Beam to get at it.
New Artifact Entry! Spirit
A tall cave stands at Phendrana's Edge. Seek the unseen entrance at its
top to find the Artifact of Spirit.
Explanation:
There is a set of invisible platforms leading up to the top of Phendrana's
Edge. You will need a Power Bomb to reveal the door to the Artifact.
Now, get back to the ship and save again. We are going back to Phendrana
Drifts via the Chozo Ruins and Magmoor Caverns. So let's return to the
Main Plaza of the Chozo Ruins.
-----------------------------------------
d. Predator Increase in Phendrana Region
-----------------------------------------
*****CHOZO RUINS*****
---------------
Main Plaza
---------------
Number of Missile Expansions: 3
You are now going to collect one of the 3 missile expansions of the Main
Plaza. Now, enter the Ruined Shrine. Go over to the half-pipe and boost
Samus up using the Boost Ball! There's the Missile Expansion, in an alcove
on the wall. Get it now. You now have 14 Missile Expansions in total, and
can carry 70 missiles. Now, that leaves 36 left!
---------------
Ruined Shrine
---------------
Number of Missile Expansions: 1
Samus can now go up the half pipe. Boost Ball up to the right hand side
and roll into the hole. There's your Missile Expansion, get it now! You
now have 15 Missile Expansions, and 35 are left to go! You can now carry
75 Missiles. Now, before we head back to the transport, let's visit the
Gathering Hall.
---------------
Gathering Hall
---------------
Make your way to the top of the Gathering Hall and then jump up on to one
of those red lights by the door. Then double jump up to the grating, roll
into a ball and drop a bomb! The grate blows up, and what do we have here?
A Missile Expansion! Take it. This makes the 16th, you can now carry 80
Missiles! With this, let's make your way back to Magmoor Caverns, to the
Monitor Station we go!
*****MAGMOOR CAVERNS*****
----------------
Magmoor Caverns
----------------
You will notice a ledge to the left of the bridge leading to the door to
the Transport Tunnel. With the Space Jump Boots, you can send Samus up.
Jump up to the bridge above, and cross it. See that device there beneath
the terminal? Scan it for a Research entry. It's a Spinner.
New Research Entry! Spinner
This is a standard Spinner device.
The generator belts of the Spinner can be activated by rapid rotational
force. Use the boost ability of the Morph Ball when inside a Spinner to
activate the device.
Roll into the Morph Ball and into the Spinner. Perform Boost ball a couple
of times, and a bridge will be raised. Use to jump to the ledge beyond
its end, and make your way up. There is a door on the top. Go through it.
---------------
Warrior Shrine
---------------
Number of Power Bomb Expansions: 1
You will find the Artifact of Strength in the hands of the Chozo Statue,
Collect it. You now have 2 of 12 Artifacts. This leaves 10 more to go.
Now, go back to Phendrana Shorelines and save.
Remember!
There is a structural weakness at the base of the shrine. As it is made
of Bendezium, make sure you come back when you have the Power Bomb.
*****PHENDRNA DRIFTS*****
---------------------
Phendrana Shorelines
---------------------
Number of Missile Expansions: 2
There is this ledge kept afloat with a rocket boost with a sharp bottom,
that can be jumped on from the ground level. Jump up there and you will
find yourself outside a temple. As you can see, there is a Cordite ornament
on the wall that can be broken later if you have the Super Missile, so
be sure to come back later in the game. Now, enter the temple.
----------------
Temple Entryway
----------------
There is a Pulse Bombu here and there is also a wall of ice blocking the
path. As you do not have any Wave Beam yet, don't even think about trying
to fight the Pulse Bombu. Instead, just use a missile to blast away the
wall of ice in the way. Just get through the tunnel, avoiding all the Bombus
in the path, and go through the door at the other end to enter the Chozo
Ice Temple, that's the foyer.
-----------------
Chozo Ice Temple
-----------------
Well, everything seems peaceful, except that there is a blue lump in the
middle of the room. It's a Baby Sheegoth! Let's give it a surprise from
the rear. You know what to do now.
Make your way up to the top of the temple, on the way, there is a new creature
that you would like to scan. You only have a few chances left to scan this
creature, so do it now. It looks alike a lizard encased in ice, and it
is actually an Ice Parasite.
New Creature! Ice Parasite
Strength:
Power Beam: 4 shots
"Scavenger with a crystalline outer shell.
Parasites are hardy creatures, sable to adapt to any environment within
three generations. The Ice Parasite is a prime example. Having adjusted
to a frigid climate, this vermin now thrives in it. Omnivorous, it can
exist in areas hostile to most life forms."
Detailed Description:
The Ice Parasite is a parasite that has adapted to the cold conditions
of Phendrana Drifts. It is now encased in ice. The Ice Parasite is no longer
the frail creatures you find on the Space Pirate Frigate. They are much
more armored, and can take 4 shots of the Power Beam. Other than that,
it is harmless, and will not attack in swarms.
Jump to the top, blasting the Crystallites that block your way. On the
top, there will be a door that is blocked, with the bust of a Chozo shaman,
and I think that it is randomized here. The inscription says, "To pass
my gaze, seek my twin in this room."
Well, this puzzle is rather simple. Go back to the corridor behind you,
and you will see the figures of 4 Chozo tradesmen on the wall. One of them
is a shaman. It is made of Brinstone, so you can blow it up with a missile,
to reveal a Morph Ball slot. Bomb Jump up into the slot and drop a bomb.
The door can now be gone through.
---------------
Chapel Tunnel
---------------
Roll through the hole, and you will come to another mini maze. The first
block can be broken with 2 bombs. Drop down there and roll to the right.
See the stone pillar? Blow it away to lower the metal pillar above to unblock
the path above. Go back up through the first block and roll through. There
is another metal pillar in the way. Drop down through the second block
and lower it by bombing its stone foundation as before. Then roll through
to the door at the other end. Go through the door into the Chapel itself.
---------------------
Chapel of the Elders
---------------------
This is where you can find the predator as said in your hint. Move forward,
there is a Wave Beam, here for free! But as Samus goes forward to take
it, it lowers beyond her reach and a group of Baby Sheegoths ambushes her
from behind! There are a total of 4 Baby Sheegoths, 2 will appear first,
and 2 more will come to the first 2's assistance when you have killed them.
Just do the rear attack trick and kill them all. But it is not over.
Suddenly, a wall crumbles, and a giant Sheegoth comes out to fight Samus.
I guess he must be the daddy of the other 4! Scan him now!
New Creature! Sheegoth
Attacks:
Ice Breath
Charging Bite
Energy Blast
Strength:
Morph Ball Bomb: About 6 bombs
Plasma Beam: About 5 shots
"Supreme predator of the Phendrana Drifts.
Sheegoths are invulnerable to most Beam weapons. The crystals on their
back absorb energy, which they can fire at prey. Sheegoths have poor stamina.
They hyperventilate after using their breath attack, making their mouth
area vulnerable. The soft underbelly of a Sheegoth is susceptible to
concussive blasts. In battle, they expel blasts of frigid gas to ensnare
their target. They are also fond of ramming and trampling their hapless
prey."
Detailed Description:
Ah, so these are what the adult Sheegoths are like. Sheegoths are now
extremely endothermic. Regardless of what weapon you use, they will be
absorbed by the crystals on the Sheegoth's back, and he can use it against
you. The Sheegoth can also attack by charging at Smaus or freezing her
with his ice breath. The best way to deal with this behemoth is to roll
into a Morph Ball and roll behind the Sheegoth. Then drop morph ball bombs
when you are under his soft underbelly. Note that this Sheegoth is much
stronger than the other adult Sheegoths. It takes 24 bombs to kill this
guy, while others take only up to 8 bombs. So, be aware of that.
Once the great Sheegoth is brought down, the Wave Beam will be yours for
the taking. Get it now! You finally have a new beam to use!
New Weapon! Wave Beam
Usefulness: ****
The Wave Beam is Samus' electric weapon. Up to 3 swirling beams will be
shot out which are 120 degrees to each other that home in on the target.
The Wave Beam is useful against the Bombus, and three shots will do the
trick against them. The Wave Beam is also capable of temporarily paralyzing
certain enemies if you shoot them with the charge shot. As it is electrical,
the Wave Beam can be used to activate Power Conduits which power up
different devices on Tallon IV. The Wave Beam can be used to open purple
doors.
Now, open the door with your Wave Beam, and go back to the Phendrana
Shorelines and save for now. There are some Baby Sheegoths in the Shorelines
now. Then go back to the Ice Ruins West.
---------------
Ice Ruins West
---------------
Number of Power Bomb Expansions: 1
Kill the Baby Sheegoths here, then make your way to the top of the house
that you found the Chozo Lore in. You will see a stalactite. Scan it, and
then blast it with a missile to make it drop down. It can be used by Samus
to reach that hard to reach ledge.
New Research Entry! Stalactite
This hanging rock structure appears to have a weak spot near its base.
Some Stalactites can be dislodged from ceilings, allowing them to be used
as platforms to cross otherwise unreachable areas.
Now, before you jump up there, jump to the roof of a house to the left
of the stalactite. Turn on the Scan Visor and look to the right. There
will be a group of bats there. Scan them. They are Ice Shriekbats. This
is the only place you can find them.
New Creature! Ice Shriekbat
Attack:
Suicidal Dive Bomb
Strength:
Power Beam: 1 shot
"Ice-encased ceiling-dweller.
Like standard Shriekbats, these creatures are easily spotted with Thermal
Imaging. They roost on cave ceilings, subsisting on insects, reptiles and
small mammals. Fiercely territorial, they will dive-bomb anything that
wanders near."
Detailed Description:
This is just a rarer variant of the Shriekbat, found only the Phendrana
Drifts. They have the same properties of the normal Shriekbats, and they
also like to kamikaze Samus with their stupid dive bombs!
Now, jump over to the opposite rooftop, and jump to the right for the Wave
Beam door you could not go through earlier. Remember that there is a ledge
in the corner behind you with a layer of ice covering a Power Bomb Expansion.
Come back when you have the Plasma Beam.
-------------------
Courtyard Entrance
-------------------
Well, there is nothing here, but the usual hall monitors of Metroid Prime,
that are the Scarabs and the Pulse Bombus. Eliminate them with the Wave
Beam and go through the other door to the Frozen Courtyard.
-----------------
Frozen Courtyard
-----------------
There are 2 spinners around the large pool of water. Use Boost Ball to
power them up, and then you will find the pipes at the top of the courtyard
starting up, and a morph ball slot is activated. Jump up to the Morph Ball
Slot and activate it with a Bomb. The pipes will start adding water and
fill up the pool, causing the water levels to rise. You will find a hole
on the other side with yellow edges accessible now. Jump on the pieces
of ice over to the hole, and bomb jump into it. You will end up rolling
into a chamber with an Energy Tank. So, that is the 5th Energy Tank of
the game! There are 9 more to go! You now have 599 energy.
Now, go back to the Morph Ball Slot and activate it again. This time, hop
over to the tower and make your way to the top. Try not to let the Flickerbats
fly into you. You will come to a 3 way junction at the top. There is a
door that is unpowered, and its Power Conduit is behind a Cordite Statue,
and there is a Wave Beam door, and a door with a Missile Blast Shield.
Go through the one defended by the Blast Shield. It's a Save Station. Save,
and go through the Wave Beam door. You will find yourself in the lab of
the Space Pirates. This is not looking good.
----------------
e. Into the Lab
-----------------
This is where the Space Pirates store some of their specimens for their
zero-G Phazon Experiments.
----------------
Specimen Storage
----------------
I say, they do have some strange ways to welcome visitors to their labs.
After all, who would give us such a warm welcome in form of an Auto Defense
Turret? Blow it up now! There is also an invisible receptionist called
a Shadow Pirate coming after you! Blast him with 2 Charge Beams from the
Wave Beam to get rid of him. Scan him first!
New Creature! Shadow Pirate
Attack:
Fury Slash
Strength:
Wave Beam: 2 Charge Beams
Ice Beam with Missile Launcher: 1 shot to freeze, 1 missile to kill
Plasma Beam: 1 Charge Beam
Super Missile: 1 Blast
"Pirate forces trained and equipped for stealth operations.
A select group of Space Pirates have access to sophisticated cloaking
technology. This gear drains high levels of power, however, forcing them
to rely solely on melee weapons in battle. Use enhanced detection gear
when fighting these units."
Detailed Description:
Well, well, well. It seems that the Space Pirates have equipped some of
their fighters with stealth gear, so now, they are invisible. Fortunately,
they are still visible for short periods of time while they are running
towards Samus, so you can still attack them. To take them by surprise,
have the Thermal Visor equipped and you should be able to see them from
far away before they can see you. At first, the Wave Beam is ideal to
paralyze them in their tracks, and then when you have the Ice Beam, you
can freeze them and kill them with a missile. Using a Plasma Beam or Super
Missile will guarantee a one hit kill.
Now, go through the door at the other end of the Specimen Storage.
------------------
Research Entrance
------------------
So, you are still in the entrance. You will be told about the main research
facility in a hint. Look up, and blow up that Auto Defense Turret from
a distance. Don't worry, you are out of range.
Then move forward, and you will see some drone detecting Samus, and then
its alarm sounds. The door behind Samus locks up and a barrier rises up
as well. A number Space Pirates are sent in to deal with you! Now, you
can hear the famous Space Pirate Disco Hit as the background theme! Before
you fight them, scan one of them for a new Creature Entry.
New Creature! Space Pirate
Attacks:
Red Beam Attack
Charge Slash
Strength:
Wave Beam: 2 Charge Beams
Ice Beam with Missile Launcher: 1 shot to freeze, 1 missile to kill
Plasma Beam: 1 Charge Beam
"Sentinent aggressor species well trained in weapon and melee combat.
Space Pirates wield Galvanic Accelerator Cannons and forearm-mounted
Scythes in combat. This species seeks to become the dominant species in
the galaxy, and their technology may help them realize this goal. Ruthless
and amoral, the Pirates care little for the cost of their ambition. Only
the results matter, and they take these very seriously."
Detailed Description:
Yes, the main troopers of the evil organization Space Pirates are finally
present. These guys attack at a range by shooting Samus with their red
beams from those cannons, and if Samus is close, they will just try to
slash her. The Space Pirates are quite maneuverable, and can roll around
to avoid Samus' beams. The usual beam weapons apply. Take your pick. As
a rule of a thumb, whenever you hear "Yu-Chi-Goh!", you can be sure that
a Space Pirate or Shadow Pirate is present.
When the music ends, the party is over. The doors will be unlocked. Go
through the door on the same level first for the Map Station. Download
the map of the area. Then go up the slope, and go through the door up there.
-------------------
Hydra Lab Entryway
-------------------
Hmm, some Scatter Bombus are here. Blow them away using the Wave Beam.
Then go through the other door into the Research Lab Hydra.
------------------
Research Lab Hydra
------------------
Number of Missile Expansions: 1
There is a force field blocking your way. Scan the switch to the right
to deactivate it. Then you can enter. I say, the Space Pirates are really
having a party here! You can hear their Disco music again. There are 2
Space Pirates on the same level as you are. Kill them. Then go over to
some computer terminals and scan the red targets for Pirate Data.
New Pirate Data! Phazon Analysis
We have codified the newfound energy source as Phazon, a V-index mutagen
of which we have very little reliable data. (1) Indications point to a
meteor of unknown origin impacting approximately 20 years ago, expelling
Phazon into the environment. (2) This material appears to possess lifelike
characteristics, mutating organic life-forms strong enough to withstand
its poison. These mutations appear promising, with abrupt evolutionary
leaps appearing in single-generation reproduction. Plans to establish a
full Science Team on Tallon IV are being finalized. (3)
Explanations:
(1) The Great Poison is actually some kind of substance known as Phazon,
and is a very powerful mutating agent that not even the Space Pirates have
much information about.
(2) So, this is just the Space Pirates' observation of the Meteor Strike.
It also shows that this meteor strike is quite a recent event, and that
the Chozos most likely have left less than 20 years ago.
(3) The Space Pirates are just like Umbrella in this game. They discover
some horrible mutagen, and realize its incredible potential, and they just
start to research it to create even more enhanced fighters!
New Pirate Data! Mining Status
Mining operations have begun near the crater where Phazon appears to be
most concentrated. Daily Phazon yields have increased 44%, and our mining
system becomes more streamlined as personnel and equipment flows increase.
(1) Several incidents of Phazon-induced madness have been reported,
prompting augmented life-support regulations in the deeper chambers.
Symptoms include loss of equilibrium, erratic respiration, muscle spasms,
and in the most extreme cases, hallucinations. (2) A timeline reassessment
for the refinery operation is recommended, as the material proves more
unstable than initial analysis indicated.
Explanations:
(1) The Space Pirates have set up a mining complex near the Impact Crater
to mine Phazon. It is called the Phazon Mines, they seem to be working
quite well when Samus came in, and she is going in to ruin their party
later in the game. Here's waiting...
(2) Some Space Pirates were a bit careless and were poisoned by the Phazon,
causing them to go mad. Hmm... the symptoms sound similar to those of people
who are high on LSD. Interesting.
New Pirate Data! Security Breaches
Most terraforming and retrofitting of security checkpoints on Tallon IV
is complete, but we continue to research the alarming epidemic of breaches
by local creatures. Door records show no unauthorized entries, so we must
presume the creatures are either slipping in undetected during daily
personnel moves or else finding their way in through subterranean tunnels.
We have found many small breaches of this latter sort and plug them wherever
we can, but it is unlikely that we will ever achieve full extermination
within our current timetable.
Explanation:
Yes, these are the household problems of the Space Pirates. They build
their facilities, and yet other wild animals keep running in through the
vents and other things. Maybe they should call an exterminator. But never
mind, Samus is now on her way to exterminate them.
Now, there is a switch by an elevator. Scan it, and a hologram will appear.
Get into the hologram to get up to the next level. Make your way up to
the top of the lab along the catwalk, and a Space Pirate jumps down to
confront you. Give him the old electric shock therapy! Now, just continue
to the top, killing any Space Pirates that get in the way, as well as a
couple of Auto Defense Turrets. At the top, there is a capsule made of
Cordite, which can be busted with a Super Missile, so make sure you come
back later. There are 2 sets of Pirate Data to be scanned before you jump
through the Wave Beam door in the corner there. At this point, you should
have had 50% of the Log Book downloaded. Congratulations, you have unlocked
Image Gallery 1!
New Pirate Data! Parasite Larva
Our initial tests exposing Tallon IV's indigenous parasites to Phazon
appear to be successful. (1) Increases in strength, size and aggressiveness
are common in all test subjects, as well as unforeseen evolutions like
additional poison sacs within the abdomen and the appearance of a second
ring of mandibles in several subjects. These creatures were chosen because
of their resilience, and